Devlog #2 - Monster AI and Snow


Particle Effects  

I added a particle system into the world that's meant to replicate snow. Albeit simple, I'm really happy with the outcome of this. I'd never worked with Unity's particle system before, so this was a wonderful opportunity to learn emissions and all of the tools available to work with.

Monster AI

Additionally, I started working on an AI for the movement of our monster. Initially, the monster tracked the player following basic pathfinding via Unity's NavMesh system. This meant following the math that would minimize distance between the two points. I felt that this wasn't "smart" enough, so I added an additional feature (and planned a few more). Currently, the monster will now target the last location *on the NavMesh* of the player. Meaning that once the player goes somewhere the monster can't go, the monster will go to the last area the player was in that it can access. That allows for players to hide in spaces the monster can't reach, with the monster acting taking on another strategy once the player has escaped. I intend to improve upon this feature, adding the following:

  • Patrolling paths
  • Targeting the player only once they step into the monster's view

These should be fairly simple to implement, expect them in a follow up post sometime this weekend!

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