Outstanding
- [ ] Clean Project Overview → AI Personality System
Goals & Scope
The goal of this project is to first and foremost challenge myself by creating - and by extension learning - a complex combat system consisting of a multifaceted ability system for the player to explore, and a dynamic AI behaviour system that makes each combat feel less repetitive.
Thus the scope is divided into two parts:
- Player’s Ability System, where each Item has six effects depending on the players input
- This demo will consist of two Items
- AI Personality driven behaviour-tree, that is going to create enemies that are less predictable
- This demo will consist of one enemy with this behaviour-tree implemented
Glossary
Some terms in this document are ambiguous. Thus follows a short list of clarifications to avoid confusion.
Pages
Project Overview
System Design Documentation
Technical Implementation