One of the reasons why the game is taking so long has been the AI. To anyone who hasn't dealt with it, it is a nightmare. There is a reason why many commercial games have broken AI and tons of bugs. Still, I digress, let me tell you about our own AI.
When I first started working on the project AI was a problem that was very significant. Thankfully over the last few months I have hammered out all the problems allowing the AI Navigation to be calculated without errors. This has been an eternal blessing as it removed most of the problems we had been having.
In the screen below you can see how the AI points have to be individually placed because of the complicated and narrow interior which the AI has to interact with.
The player is going to have to run as there are far too many attackers to engage. This meant that I had to make the AI very smart and not predictable. This was accomplished by a large amount of code and the layout you see above. The AI has the capability to leap gaps, hurdle walls and get around other objects in order to hunt the player.
This first chapter will hopefully remain the most challenging area to develop as the other zones have limited amount of AI to worry about. I am expecting the development of the areas to go much faster than chapter one.
I hope you enjoyed this look into the AI of the Island of Cthulhu and keep a look out for the video that is coming soon that will demonstrate their advanced smart capabilities.