After testing the game again with the different sections, the game still felt a little empty. One way I decided to fix this was to introduce more AI into the game. Copying the same method for creating the original AI, I decided to have three plague doctor characters that would chase the player.
They will be separated throughout the last three sections. I decided to leave the first section without an AI enemy as it gives the player a little bit of time to get used to the controls and navigation, and find out what exactly it is they need to do. In order to get the AI in different areas. I had to delete a few of the 'Dest' (destination) game objects, and create some more in different areas. These were 'Pat' (patrol) for the second AI, and 'Loc' (location) for the third. After placing these in different areas I had to change the script for the AI. It was simple to copy the script into two new ones, and just change the tag of the 'Pat' and 'Loc' game objects to themselves, then change this in the script where it originally said 'Dest'.
Even though these enemies are all patrolling different areas of the map, it is possible for them all to be chasing you at once, dependant on how the players goes about things. If the AI is able to keep up then they are capable of chasing the player beyond their patrol sections. I really felt like this added to the unpredictability of the AI and increased the fear element.
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