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My idea was to just use line of sight to chase the player, and I could control the difficulty by adjusting the speed of movement and range of sight. The player could make a turn but if they were still in range and line of sight once the monster reaches the intersection, the chase would continue. If I can't figure out how to make that work right, I'll switch to breadcrumb trails, which is a bit more similar to the original AI. An additional aspect of the ghost AI was that when they weren't actively chasing, they'd each seek out a different corner of the maze. I have no intention of including that, nor do I plan to include the timer where the ghosts would switch between patrolling and wandering.