Solved How to avoid enemy cluttering?

Question that is answered or resolved.
Greetings, developers!

A recurrent issue in beat'em ups is when multiple enemies with similar silhouettes and combat behaviors decide to stand in the exact same place.
I was thinking about implementing a "clutter prevention" animationscript where each entity checks if there are similars (using a parameter set number for each kind of enemy) nearby, cancelling their attack animation and moving somewhere else.

Any ideas and/or suggestions on alternative methods for this kind of solution?
 
Solution
The simplest method I know of is to randomize the AImove a bit on spawn. Some guys get chase, others normal, others chase X or Z.

Naturally certain types of enemies always get consistent AI.

It works pretty well and is easy to implement.

DC
The simplest method I know of is to randomize the AImove a bit on spawn. Some guys get chase, others normal, others chase X or Z.

Naturally certain types of enemies always get consistent AI.

It works pretty well and is easy to implement.

DC
 
Solution
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