Hello there,
I am working on a platformer game using GDevelop; and I am aiming to create some more complex enemy behavior to make the gameplay more challenging and engaging. I have managed to implement basic AI; such as enemies moving back and forth or following the player; but I am now looking to take things a step further.
Specifically; I want to create enemies with different levels of awareness. For example; I would like to have some enemies that can detect the player from a distance and react by either fleeing or attacking, depending on the situation.
I am interested in setting up patrol routes for certain enemies; where they can stop and look around before continuing their patrol; adding an element of unpredictability to their movements.
How can I create and implement patrol paths for enemies? Is there a way to make them pause at certain points or change direction based on the players position?
What would be the best way to implement a vision cone or detection radius for enemies, allowing them to notice and react to the player from a distance?
Also, I have gone through this post; https://forum.gdevelop.io/t/i-need-help-improving-my-enemy-ai-code-top-down-shooter-minitab/ which definitely helped me out a lot.
How can I create a system where enemies decide between fleeing or attacking based on certain conditions; like the players health or proximity?
Thank you in advance for your help and assistance.