Sunday, 17 March 2013

Gamu AI-u


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.

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