2024-10-02 - Starting with AI Behaviour and POI Concept
I initiated a complete overhaul of Krigz’s behavior tree in "Legend of Krigz." The primary goal was to introduce a dynamic system of Points of Interest (POIs) for Krigz to roam, replacing the existing static roaming system. This transformation involved creating individual sphere collision components for each POI, strategically placed around the game world. These components would only be activated when the player enters their area, allowing Krigz to intelligently and efficiently choose his patrol routes.
I faced technical challenges, such as effectively identifying the nearest POI when Krigz gets alerted by in-game events like power stations being turned on. I considered multiple approaches, comparing the use of sphere collisions with potential alternatives like Environment Query Systems (EQS). Eventually, I decided on a streamlined sphere collision approach for its simplicity and precision in handling Krigz’s navigation. My intention was to limit computational overhead while achieving a realistic response from Krigz to the player’s movements.
Additionally, I refined how POIs interact with Krigz, ensuring that he not only patrols the nearest POI but also continues his search if the player isn’t there. This iterative approach allowed me to create a smarter AI that doesn’t just blindly chase the player but exhibits an understanding of the environment.