I'm trying to make a Space Wars type game using construct. And have run into a bit of wall with the ENEMY A.I.
<img src="http://i232.photobucket.com/albums/ee215/JDoejoe/SW-Help.jpg">
I'm trying to figure out how to move the enemy towards the player, have the enemy fire at the player, and have the enemy avoid bullets and the Black Hole at the center of the playfield. All of this with the same 2d top-down space type movement (think: Space Wars, Asteroids, etc.) as the player uses.
I'm getting that things like the RTS behavior seems to make the enemy move like a tank would -- i.e. Stop and turn, then move forward again... This doesn't really work for the game, which is quite "float-ie" right now, with lots of drifting and left over momentum -- and absolutely no stopping. There is also the issue of the constant gravity "pull" coming from the black hole element... The enemy a.i. needs to take that into consideration as it moves about the playfield. Trying to avoid getting too close, and then switching to an "escape" strategy if is gets caught in the gravity field.
So, I was hoping someone could point me in the right direction to figure this out -- because I'm stumped, and I don't want to go off in the wrong direction entirely.
Should I be looking at RTS and trying to figure out how to implement it? (I realize it's incompatible with the Physics behavior.) Is there another a.i. routine I should check out (Python plug in perhaps)? Even just help on the movement side would be great. Right now the player moves with physics and custom movement behaviors, producing a really nice "feel" for the game... How would I mimic that with the enemy?
Any help/suggestions at all would be great. I think I need just be pointed in the right direction.