Summary
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 the basics of how AIControllers, Behavior Trees, and Blackboards can be leveraged together to create an enemy with the ability to sense the world around it 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 give 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 will extend our AI behavior to create an enemy that can truly challenge the player. We will add the ability for the enemy to listen for the player and investigate a sound, as well as giving the enemy an attack ability to damage...