Re: Furry Dragons and Storylines...
- From: The Sheep <thesheep@ sheep.prv.pl>
- Date: Wed, 10 Aug 2005 19:22:27 +0000 (UTC)
At Wed, 10 Aug 2005 18:28:59 GMT,
Lauri Vallo wrote:
> On 10 Aug 2005 08:29:30 -0700, "Thomas" wrote:
> Good AI will also make creatures have more personality. A description
> and the right living environment might be enough for variations of old
> stuff.
I don't think a 'good AI' is best in this case.
I think you'd get much better results using a large variety of
very different AIs, even when they are very simple and dumb.
Look at Rogue's mosnters. Some are uniqe because of their strenght.
Some because of the special attack and/or resistances. But monsters
like ice monster, orc, venus flytrap or nymph are uniqe because of
their behavior.
Some very simple examples of varied behaviors:
- move in the direction of an enemy and attack -- your generic AI
- stand still and attack -- venus flytrap, ice monster, mimic
- stand still and shoot
- move toward nearest treasure, then stand still and attack -- orc
- attack and teleport -- nymph
- attack and run away
- run away -- for monsters with valuable drops
- run away and when far enough, shoot -- very annoying
- keep your distance until pc fighting other mosnters, then join them
- mirror the moves of the pc -- deppelgangers(?)
- stand still, run away when attacked
- move about randomly -- bats
- move along the walls until attacked -- guards
- stand cast random spells
- stand and summon monsters
etc.
Lots of options if you combine them with the monster's special powers.
Thementioned algorithms dont require any sophisticated pathfinding,
weighting possible outcomes, factions, psychology, memory and learning,
etc. Well, some of them need to remember whether they are attacking or
running -- but it might as well depend on their inventory (Have I stolen
something from the player or not yet?).
--
Radomir `The Sheep' Dopieralski @**@_
(: ) 3 Snap!
. . . ..v.vVvVVvVvv.v.. .
.
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