Unity 3D : Resident Evil PS1 : Enemy Navigation Player Detection and Avoidance

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  • Опубликовано: 28 фев 2023
  • Leave a comment If you have any questions,or ideas.. Also, leave a like if you enjoyed in the video.. And of course, subscribe if you want to follow my Unity 3D progression
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Комментарии • 3

  • @Telechus
    @Telechus Год назад +2

    Hey Michael I dono if you've found it hard to decipher the movement in re, Ive studied it quite a fair bit. Ive found rotating there desired movement by a sine-wave and have a slow turning force seems to give that meandering movement effect. The dogs movement and ai in general is genuinely a challenge to figure out.
    But i think they have 2 states or something one for like running around the other for making an attack run. I could be wrong through.
    And that's the thing, I know the ai has gotta be petty simple since its the psx. Ive just never figured out exactly how they did it.

    • @MichaelHeist
      @MichaelHeist  Год назад +2

      Yeah I’ve broken down the enemies into a few categories, Idle, Walking, Fast Walking when they are closer, Stunned, Crawling, or Dead
      I’m doing more detection, ray casting might not be the best maybe a sphere cast. There also seems to be a timer that checks every 10-15 seconds if your close by.
      I’ve done a lot of testing to see how it works in game and you can get very close to the enemy and unload a weapon and nothing happens, then all of a sudden they will attack.
      I also think when they have spotted you another timer starts that will notify surrounding enemies you are near by even if they haven’t detected you yet.
      There are also different events when certain ones die new ones will attack.

    • @Nemesis_HamdyEisa-Type
      @Nemesis_HamdyEisa-Type Год назад +1

      @@MichaelHeist
      This video has thankfully helped me better understand how CapCom designed the Save Rooms to provide the players temporary REfuge from the sight of AI-controlled enemies🧠🧐