Level Design and Enemy AI
- Akeem Roberts
- Jun 28, 2021
- 1 min read
For the first week of developing Chrysanthemum I focused creating the level for the prototype. My main focus was to incorporate the use of all gameplay elements planned for within the design. The first thing I did was plan the level on paper to give myself an outline of what needs to be translated into Unity.

After planning on paper, I added the level design into Unity with some assets to help give the level more of a forest feel to it. I also added a random character asset to get a sense of what size would fit the environment and gameplay well.
The next thing I did was get started on the enemy AI system. For this I made use of waypoints for the enemies to patrol certain sections of the level. Once the player comes within a certain distance the enemy will chase the player. Once the player is outside the enemies detection radius or patrol area the enemy will go back to patrolling its section.

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