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moba
Quick MOBA Concept using Phaser.js
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AI Behavior System
#17
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HyperCrowd
opened
2 hours ago
HyperCrowd
commented
2 hours ago
[ ] Identify different types of creeps (e.g., melee, ranged, tank) and their roles in gameplay.
[ ] Determine unique characteristics and behaviors for each creep type.
[ ] Implement basic movement logic for creeps to navigate the game map.
[ ] Utilize pathfinding algorithms (e.g., A* or navigation meshes) to enable creeps to navigate around obstacles and terrain.
[ ] Define aggro mechanics to determine when creeps target players or other units.
[ ] Implement targeting logic to prioritize enemies based on specific criteria (e.g., distance, health). Lane Behavior
[ ] Develop lane behavior for creeps to follow paths toward enemy structures while engaging with other creeps and players.
[ ] Ensure creeps correctly interact with towers and inhibitors, focusing on strategic gameplay.
[ ] Create combat behaviors for creeps, including attacking, retreating, and using abilities.
[ ] Determine when creeps should engage in combat versus when to back off based on health thresholds or enemy presence.
[ ] Implement a system for spawning creeps in waves, including timings and quantities.
[ ] Design mechanisms for scaling creep strength or quantity based on game progression.
[ ] Develop AI behaviors that allow creeps to work together (e.g., flanking, supporting each other).
[ ] Implement formations or group tactics that enhance their effectiveness in combat.
[ ] Conduct playtests to evaluate the effectiveness and impact of AI-controlled creeps on gameplay.
[ ] Gather feedback on creep behavior from players, focusing on engagement and challenge levels.
[ ] Adjust parameters based on testing results to ensure balanced gameplay.