In this chapter, we began the process of changing our simple, moving targets into fleshed-out game enemies that can challenge the player. In the process, you learned about the fundamentals of how AI Controllers, Behavior Trees, and Blackboards can be leveraged together to create an enemy with the ability to sense the world around them and make decisions based on that information.
As we continue the process of developing our AI to pose a serious challenge to the player, you can use the skills you have learned to consider other kinds of behaviors you might be able to provide to an enemy. Continued exploration of AI mechanics will see you continually coming back to the core loop of sensing, decision-making, and acting that we began implementing here.
In the next chapter, we'll extend our AI behavior to create an enemy that can truly challenge the player. We will add...