How to create nes Zelda like AI

So I have been stuck on this problem all day. I posted a question earlier but I feel like I should be more clear as to what I want to accomplish. I am trying to mimic AI from the nes Zelda game.

Here is some gameplay of what I am looking to achieve: The Legend of Zelda - NES Gameplay - YouTube

This is really my first time ever attempting AI so I am a total noobie when it comes to this. Although I do have a couple months experience with blueprints.

Thank you in advance for taking the time to help.

Frankly, your problem is too vast and took too much effort/ time, i doubt this will take less than a month to finish, thus you can’t really depend on anyone else but yourself, and the most i can offer you are some hints here and there.

First thing first, you said that this is your first time ever attempting to create AI, so may i ask you to take your time to watch some AI tutorial inside this link: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums.

After you have firmly grasp the basics of AI implementation in your head, you may want to review how other project implemented their AI system, some example are Couch Knights and Shooter Game, you should carefully review their structure, how they interact with the environment, with player character and with each other,…

And finally, time to work on your project, but you shouldn’t start by jumping into blueprint immediately, first, try to list all kind of behaviour and attack pattern of your AI, divide them into category, such as the RandomWalking, the StationTurret,… from the data you have worked on, try to work out an AI hierarchy, with the basic AI action on the top and advace one on the below and so on. And after making sure this AI hierarchy system fit your need, that you will begin to work with the blueprint and bring life to your minions.

All of those thing above should be a challenge even to a programmer, so unless you already got a moderate amount of knowledge about programming, looking for another programmer and ask/ hire them for your project should be a good choice, unless you can spare time to learn programming, which also isn’t a bad choice.

Thank you for your replying back to me. I do have right now a basic ai that will randomly wander, will see the player and then go to the player and attack the player. I studied gameplay from the nes Zelda and most of the ai moves on a grid and in only four directions(moved on one axis at a time or no diagonal movement). Also they just wander randomly on a grid movement and attack either with range or if the touch the player they do damage to the player. I guess what I am trying to figure out is a grid based movement system for AI. I am willing to learn and take the time to do this I just don’t know where to go from the point I am at now with my AI I have currently.

Thanks again for the reply!

If it is about grid based movement then check out these link mate:

And as few other tutorial about AI:

AI Theory, really good: Unreal Engine 4 AI Tutorial Introduction and Theory - YouTube

AI guard: Unreal Engine AI Tutorial #1 - AI Guard Part One - YouTube

Sweet! Thanks for all those links! :slight_smile: I will look into both of them and try to combine both to get a grid movement for the ai.

I will try to update my progress either later today or tomorrow!

Thanks again! :smiley:

I am still stuck on mixing the two. I have the player only to move 4 directions and I have an AI that will randomly wander but still can’t figure out how to restrict it to only being 4 directions for the AI.