<div id='stars2'></div> <div id='stars3'></div> <div id='stars4'></div> <iframe src="https://store.steampowered.com/widget/2942810/" frameborder="0" width="646" height="190"></iframe> ## Senior Project I joined this team at the very end of it's development so I can't speak much on the early concepts or inspirations. ## What I worked on I was brought onto the team in to work on the AI to make the combat encounters more interesting. At the time of my joining all the enemies simply rushed the player at the same time. My solution was to develop a Director similar to Doom or Left for Dead. Most of the research was in determining what factors we would evaluate each NPC by. I would eventually evaluate ranged enemies by a different set of standards from melee. At a career fair I was asked why I went with a director AI specifically. At the time I don't feel like I gave a great answer. For the problem my first thought was a director and it was something I was interested in trying to implement so that is what I went with. I still think the director was the right option but I came up with a few rough ideas for what I could have done instead. - Spawn fewer enemies at a time. Not really a great solution really but it would reduce the difficulty. - Agro range. This could work and would change some dynamics in the game. Enemies having different patrols or points they guard would change some dynamics of the gameplay. - BOIDs ish movement. If the enemies choose where they move based on the number of other enemies in proximity I could achieve a similar effect of the director. Large enemies could have more weight requiring fewer before additional enemies back off. Ranged enemies could then have a goal of moving to a certain range and facing of the player with a simple cooldown on it's attack. This would let me adjust variants of enemies to have more of a standalone or swarmy feel to them.