Archipelago
Archipelago utilizes a Behavior Tree-driven AI to control the Warden, ensuring adaptive and dynamic enemy behavior. The tree evaluates conditions such as player proximity, line of sight, and environmental factors to transition between states like patrolling, pursuing, and searching. This structure enables the Warden to make real-time decisions, creating an unpredictable and persistent threat. The modular nature of the Behavior Tree allows for efficient execution and future expansion, ensuring that the AI remains a challenging and evolving adversary throughout the game.
Project Info
Role:
Level designer and AI behavior programmer
Team size:
2 people
Time frame:
2 months
Engine:
Unity