I'm working on an RPG that involves the player using a customized robot (possibly, currently working out other theme ideas), facing off against enemies who also use a customized robot in an action combat system. A fight between equals who follow the same rules.
I've reached a point where the finer details of combat are implemented and it's time to finalize the AI for my game.
But that has brought me to a question. Namely, how exactly to design the AI for the game.
In most games, enemies have limited movesets that are unique to them, which allows designers to have a lot of control over the experience. But that doesn't really fit the idea of the player fighting someone else who is controlling a robot.
Right now, the AI is designed to adjust it's behaviour based on it's equipment and a few other factors, like the difficulty rating of the enemy. The higher that rating, the more likely the AI is to make the best decision for the moment.
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It actually feels pretty good to everyone I've shown it to, it's kinda like fighting someone who doesn't realize you can dodge cancel and have super attacks.