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Nav Mesh

This week I worked on the Nav mesh AI, making a patrol path, and making a choke point.
The agents that turn red will hunt you down until you get to far away, the ones that turn yellow will run away for 5 seconds after you get out of their zone of 8, and the blue ones will hunt you relentlessly after another type was set off.
The idea was for the red and blue to corner you inside of the hallway to get to the end tower, but if you kill enough red before you get to the hall you deal with more blue because of how long it took to get there.

Agents have 10 health, with each bullet ticking down 2, and every time you fire you shoot 2 bullets out.

I had post processing before I recorded but when I went to record OBS and Unity crashed, so I tested a few times with lower settings until I finally had to just turn them off, I will try and get that fixed for next time.

Nav Mesh

The agents before seeing you

The agents before seeing you

The agents after seeing you, They slowly tick down your health and when you hit 0 you are slowly sent into the sky as a placeholder death mechanic

The agents after seeing you, They slowly tick down your health and when you hit 0 you are slowly sent into the sky as a placeholder death mechanic

The yellow agent running away from you, the green one goes along the right as the default path

The yellow agent running away from you, the green one goes along the right as the default path

The blue agents slowly reaching the choke point

The blue agents slowly reaching the choke point