Enemy AI
FPS
-Weaker AI
will rush towards the player and try to defeat the player by rushing them
-AI will be
unaware of the player until the player goes within a certain range or the
player causes enough noise or is in easy visibility of the enemy.
-Enemies
won’t chase the character between door areas. Moreover, they will stay to their
specific area. This gives the player a way to escape from the enemies if they
are too overwhelmed so they can re-think their strategy.
-Later in
the game, the player will obtain abilities that can alter the AI movements and
the way they behave. One of the added abilities will be one that triggers a
fear event and the smaller AI will run in fear from the player
-Some
smaller enemies will attempt to conceal themselves in the darkness of rooms and
the shadows. Aiming to surprise the player by jumping on them.
-As the
player progresses, move enemies with very different AI will be introduced.
-Some
enemies will crawl up walls and attempt to attack the player from surprise
angles.
-Other AI
may work together in a pack formation to bring down the player
-Smaller AI
in a pack will defend the bigger Ai and take mortal blows for them, or try to.
-Some AI
will be pure suicidal units and primarily aim to collide with the player and
explode
-Plant AI
will remain stationary but some will activate as the player walks by or enters
a certain radius. Upon entering this radius, the plant will explode upon the
player.
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So that's the AI for my game.
I was planning to have numerous enemies. Most of which are local to the planet and are usually insect type enemies or plant enemies.
Later on in the game i planned to introduce some military style enemies that will have preferably melee attacks and ranged attacks.
The whole idea with the natural enemies is that they would have a pecking order, so to speak.
In saying that, i wanted to have enemies react to each other, not only the player.
For instance, i wanted to have the higher up enemies give commands to the lower enemies, or even have the lower-ranked of the pack take mortal hits for the bigger ups.
I wanted to make the player really feel as if they are versing intelligent, natural enemies at the start of the game. The enemies i have planned/ am planning are aimed to keep the player interested, to make them wonder exactly what kind of planet they have landed on.
Right, that's done.
I'm out.