In this chapter, we are going to further extend our conversation about Game AI taking our first steps towards the creation of believable AI behaviours for the NPCs of our games.
There was a time where video games only had enemies that were moving around without a purpose. The player only had to walk their way past the enemies avoiding their patterns and their bullets and that was the whole threat.
In 1980, Namco changed this trend forever by introducing behaviors for the enemies of a new puzzle game: Pac-Man. The enemies in Pac-Man were colored ghosts wandering around a maze and occasionally ...