In game development, enemy AI can be programmed with targeting systems that identify specific targets within a defined radius and calculate optimal paths to reach them while navigating around obstacles, while simultaneously implementing avoidance systems that allow non-combat entities to detect threats and flee in random directions, creating dynamic and responsive game environments.
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Hull & Harvest Devlog # 03Added:
This is a devlog for Hall and Harvest, a game demo we are working on inspired by suits from Love Death Robots in Stardew Valley. Hall and Harvest is a farm management, resource extraction, and base defense game where you upgrade your mech, manage your farms, and try to survive the endless swarms of enemies at night. This week, we worked on livestock targeting. The enemy AI now has the ability to lock on livestock targets within a certain radius.
The AI has the ability to figure out the optimal path and attack them. The AI also has the ability to move around obstacles to get to the livestock and damage their health. We also worked on the livestock enemy avoidance systems.
These systems allow the livestock to have the ability to detect enemy AI within a given range and run away from the attack location in random directions.
These are placeholder assets to visualize the systems working together and everything is subject to change.
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