Blueprints #4 - Customizing AI


Hello everyone! Welcome back to Blueprints, where I explain some of the design decisions of Aerostrike. In this issue, I will explain one way in which each ship acquired its own unique behavior.

The enemies in Aerostrike are meant to serve a purpose in both the lore and the gameplay. This means that each of them was created with a role and combat style in mind. When each ship was initially conceived, they already had some sort of basic idea on how to behave. However, it is one thing to understand what something should do, and another to actually get it to do it. So, how to make an AI that can behave differently for each ship depending on their combat style? One way to do this is through variables.

The AI in Aerostrike have a vast amount of variables that controls the AI's behavior and understanding of the game's rules. Each enemy will try to get close to the player, up to a specified "optimal range", where they will stop and fire their weapons. Some enemies will try to dodge projectiles that are within their "danger range". Some enemies have higher "weapon accuracy" than others. There is even a variable controlling whether enemies will try to group up with other ships, or go on their own lone journey. The more variables at hand, the more things can be customized.

As such, each one of these variables can be adjusted to create different behaviors. Scouts and Stealths will often try to get very close to their target, forcing them out of position while they try to back away. Hunters will try to dodge attacks to avoid damage, with more skilled Sentinels reacting to projectiles further away. Titans do not flinch while under fire, and can cover entire hallways with deadly plasma. Javelins stay away from the battle to provide accurate long-range fire support. Customizing each variable in different ways changes how the AI will act and react, giving them their own fighting style. Try to see if you can tell what each enemy does differently on your next flight.

Variables are a really useful tool to fine-tune AI. What else can be used to make the enemies behave in different ways? Join me next issue to find out. Stay safe, Pilots!

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