I'm trying to figure out how I'll handle AI in my sidescroller, and I'm having some trouble (I'm really used to AI for platforming games, but this seems to be a bit more troublesome).
I just started the project I asked about a
while ago, still in Unity. Solved that annoying sorting problem too:
*ignore the sprites, trying to focus on prorammingprogramming. (and apparently spelling)Now I want to get some opinions on the ideal way to handle AI for this game. My goal isn't so much for combat AI, but for characters walking on the sidewalk, going to stores, cars driving by, etc. I envision the AI to be a simplified version GTA's where the player can interact with passing people etc. I was thinking using waypoints, and have actions be done by arrival/exiting a node on the paths. I know A* is a popular choice for 2D games, but I'm not sure how it'd work out here. Another thing for the waypoints not to mess with the z-values of the sprites, which are basically indexed by setting z to y (since -z is closer to the camera).
I'm just looking for any suggestions to handle the type of AI I'm looking for.