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assignment2

Research Report Intro I'm going to do a simple 2D maze game where the player navigates through a randomly generated maze to reach the exit while avoiding AI enemies. The game focuses on combining AI and physics techniques to make a fun and interactive experience.

Chosen Topics and Techniques Set A: A1: Physics Simulation Description: Collision detection and response using Unity's physics engine to handle interactions between the player, enemies, and maze walls. Rationale: Collision detection ensures realistic interactions within the game, preventing characters from passing through walls and other obstacles. References: Unity Documentation on Physics: Unity Physics

A2: Movement Description: Utilizing steering behaviors like seek and flee for natural movement of the player and enemies - suiting for a maze game. Rationale: Steering behaviors are not too bad to implement and provide realistic and responsive character movement. References: Craig Reynolds' Steering Behaviors: Reynolds, Craig. (2002). Steering Behaviors For Autonomous Characters.

A3: Pathfinding Description: Implementing the A* algorithm pathfinding for enemies navigating through the maze. Rationale: A* is an efficient and optimal pathfinding algorithm that balances performance and accuracy, making it good for the real-time navigation needed in a maze game. Pathfinding is the obvious choice for a maze game with AI enimies. References: Amit’s A* Pages: Amit’s Game Programming Information

Set B: B2: Action Planning Description: Using Behavior Trees to structure and manage the decision making process of the enemy AI. Rationale: Behavior Trees provide a good approach to AI decision-making, making it easier to add complexity over time. References: Behavior Trees in Game AI: Behavior Trees for Game AI

B3: Procedural Content Generation Description: Generating random maze layouts, probably using the Depth-First Search algorithm, to ensure each playthrough is unique. Rationale: Procedural content generation enhances replayability making the game that much better. References: Mazes for Programmers (Jamis Buck): pdf uploaded to git repo

  1. Conclusion The techniques chosen for this project aim to create a simple but engaging gameplay experience by combining AI and physics concepts. The use of Unity's physics engine for collision detection, steering behaviors for movement, A* for pathfinding, Behavior Trees for decision-making, and procedural generation for maze creation will result in a cohesive game design.

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