Playing with Unity NavMesh
This week I was tasked with working on the King of the Hill AI. It's main purpose is to serve as a "smart" hill that reacts to the players in the scene, because it wants to protect it's resources. I worked on the main state machine AI, and Cole worked on the hill's resource meter and player interaction. This coming week, Cole and I will work closer together to merge what we have and clean it up further
What went well:
I think this was a pretty good week. I learned about State Machines, Steering Behaviors, and even some more indepth concepts wit Unity's NavMesh. The "smart" hill is a a rough place, but after a week of unknowns it's not bad. It will be playable by the end of next week!
I think this was a pretty good week. I learned about State Machines, Steering Behaviors, and even some more indepth concepts wit Unity's NavMesh. The "smart" hill is a a rough place, but after a week of unknowns it's not bad. It will be playable by the end of next week!
What could have been better:
My time management on the hill was tough this week. I spent a long time on it, and don't have too much on it. It works well, but I wish I could have done a better job with finishing it sooner.
My time management on the hill was tough this week. I spent a long time on it, and don't have too much on it. It works well, but I wish I could have done a better job with finishing it sooner.
Hours:
Smart Hill AI (16 hours)
- Research / Tutorials
- Programming
- Tweaks / Bug fixes
Smart Hill AI (16 hours)
- Research / Tutorials
- Programming
- Tweaks / Bug fixes
Meetings (4 hours)
- Art meeting
- Group meeting
- Art meeting
- Group meeting