Minion Dodgeball

Handling States

The objective of the dodgeball tournament was to maximize the number of enemy knockout and friendly saves (from minion jail). I observed the base behaviors of the minions provided in the project and then added logic to optimize minion performance. My strategy was to focus on actions that resulted in more enemy knockouts (I didn't prioritize the minion saves as much).

Class Tournament

At the end of the assignment, our solutions were pitted against each other in the dodgeball arena. I finished the tournament with a record of 36 wins and 26 losses. The competition was strong but I was happy to maintain over a 50% win rate.

Programming Behaviors

Prior to starting this project, I had built the logic for a minion to select a target and then shoot the ball based on a calculated projectile curve. With these elements in place, it was time to build rules that governed the minion's state machine and give them the best chance in the dodgeball arena!

C#
Unity
AI Decision Making
State Machines

Check it out!