Enemy being to close for comfort
- christian chinchilla
- Apr 26, 2021
- 2 min read
The problem that was going on here was that our enemy was always sticking together and never really moving away from one another and also that would make the gameplay a little weird if you would look at the fight and interact when they would start to attack the player. Some examples are that if you would stop moving and have multiple spots you they would all start to group together and sometimes it would look like they would be inside one another. Another example is when you would run around in limbo and gather them up and then stop moving they wouldn't really try to move out of each other way instead they would all just stand behind you and some would keep running in play. And with that one, the player never had to worry about getting surrounded. So away I found out how to make them actually run around themselves was by using something called the RVO which stands for Reciprocal Velocity Obstacles and this thing basically helps the nav system know when to move around something then go through or get stuck on something. And once I activated the RVO and saw the enemies at first I couldn't tell if they look any different but then I turned it off to make and yea there was a big difference when the RVO would be on or it will off. like this time when they chased the player they actually would sometimes show gaps in as they would run to see that they aren't trying to collide with each other. And when I would group them and stop moving they this time didn't just stand behind me and kept piling up from behind they instead would try to around each other actually surrounded me while though if I got too many some would stay behind each other. But in all in think that is a better thing for them to instead of just piling up behind the player and when they run they show that the spacing even though when they do chase it is sometimes hard for them to not get close since they are programmed to chase a player.
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