Sunday, October 2, 2011

Monster AI and behavior

Pam!


I have undertaken AI and monster behavior, something I have dreaded for some time now. Mostly 'cos its one of the most complex things to code and it dictates the challenge, fun and feel of the game, at least party of them. Anyway I have decided to go for this FLAG approach on how monsters are set to react to their environment.

First we have FLAG for how monster AI is generally seen. We have PC( pure caster ), NC( non caster ) and  PRM ( preferable caster ). PC generally tries to keep its distance and use spells/ranged attack to attack player. NC tries to get near player and use skills to down player and PRM starts with ranged attacks but at the same times engages player to melee.

Second FLAG is wimpy. It tells monster when its time to wimpy from the battle. This usually takes place on low health to annoy player but I can see some nasty tactics with fast monsters.. Monster with fast legs could try attack player with hit and run tactic when wimpy is set high.

Third FLAG is not yet in effect but I was thinking of something aline of courage. Monsters could decide to attack and retrieve depending how high their courage is. Courage could be raised if monster has friends around or if monster casts some sort of war essemble song. On the otherhand player could have some way of making monsters more afraid of the player thus dropping its morale and making it to flee. Monster parties could take advantage of this..

Thats all I have come up so far but I'll keep posting as I go along..
Got any suggestions, please send a comment =)

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