Game Design–group Lycanthrope AI Bees part 1 detecting the player

Hello Everyone. I got to work on Beelonging, in the game the player control one bee while the other six bees that are controlled by an AI and those AIs that I have been working on the past week. The AI for the non-controlled bees is an essential part of our game because the aesthetic of our game needs that the player needs to perceive to have to belong to a more significant group and hard to gain a sense of belonging to either to yourself or static, unmoving or too unresponsive AIs.

 

The first part I made for the AI is the ability to detect the player. This ability went through many iterations the first large was using raycasting, this iteration was however thrown into the bin because it was too unpredictable and had big holes on each side of the AI.

Raycast_fault.png  As you can see in the picture, there are four blind spots I could fix that but the lacking knowledge and time pressure lead to that raycasting were removed for circle colliders which because the second iteration and the iteration we are using now. This shift proved to be comfortable and to adapt to the wishes we wanted it to have. The player has two circle colliders, and the AI own one circle collider,Collisioncircle.png the reason the player has two circle collider one that is smaller than the other, and I did this so that the AI bees can react stronger to one collider than the other. The AI drifts away for the player once they detect the bigger collider, but they speed up once the player gets too close. I use the different colliders so the AI can react and give the player a good line of sight and no demand from the player to micromanage the AI. This method empowers the belief of belonging when the player uses the power up and unite the bees into one tight formation where every bee helps each other to survive.

 

Next week I will talk about how the AI bees get together and fire:

AI bees’ part 2 formation and fire

 

En tanke på “Game Design–group Lycanthrope AI Bees part 1 detecting the player”

  1. I am sure that the author of the post knows what he is talking about, however he doesn’t manage to convey his messages in grammatically correct sentences. Usually I don’t mind a few mistakes here and there, but most of his sentences were difficult to understand due to the high number of mistakes. This was mostly the case in the first two paragraphs and while the last paragraph is still riddled with strangely formed sentences, the reader is still able to receive the message the author wants to convey. It becomes clear why the coder implemented the AI the way he did, and he also briefly touches on their aesthetic goals and how the overall theme of the game has influenced his code. The different iterations the game went through are explained and the reason for why they were abandoned as well. Overall, I think this post could give the reader valuable insight into “Beelongings” code, if only the author would go through his post again and correct some of the grammar mistakes.

    Gilla

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