I know Kung Fu
And when I say Kung Fu I mean making a basic Behaviour Tree in Godot 4. This past week I have been quite busy wrapping my head around it, as I struggled quite a bit understanding how to organise and separate the different bits of enemy logic in the project.
I made a simple AI (of the good variety) that consist of the different behaviours:
- Wander inside an area
- Detect Targets
- Chase
- Attack
- Flee
- Center the move area