AI is finally here and working


A* Path Finding!

Thanks to the A* pathfinding project for unity. fast, reliable and accurate. I basically only have to program behaviors now which is super duper cool! I tried to use unity's built in navmesh but that turned out to break due to procedural generation. but A* supports runtime scanning a lot more! I urge anyone that wants nice and simple AI path finding to use this project!

Enemy Behavior 

Wandering: As shown above, the enemy wanders to random points around the map. 

Investigating: If the enemy sees or hears you, but loses sight of you or stops hearing you. it will travel to the last known position.

Chasing: Upon seeing you, it will run towards you at a elevated speed. it's impossible to walk away and you're barely able to run.

Hearing: If you walk close enough to it. it will hear you. the distance is higher when you run. making it harder to evade.

Changes I plan on making

  • More complex investigation.
  • Cone of vision, currently it can see all around it making it impossible to be near.
  • Hearing you breathe possibly. right now there's labored breathing and normal breathing. maybe I'll make it hear your labored breathing.
  • Stamina? maybe  it will have quite a bit more than you but enough to make constant evasion more possible.
  • What happens when you're caught. Right now, I'm still working on story and who you are playing as. I'm definitely not doing the "you fell into the backrooms" kinda thing. I want more of an investigative role for the player. The story is gonna be heavily inspired by Kane Pixels and more of a company researching storage.


Thank you for keeping up on this game's progress.

I really appreciate it (*^ワ^*)

Leave a comment

Log in with itch.io to leave a comment.