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Notes
The designers were responsible for establishing battle lines, ???????????????????????
- To do this we focused on making strategic spaces
- Interconnectivity
- It's very important to make spaces that highlight the strengths of your AI
- A battle in a corridor doesn't involve much strategy
- so there are no intelligent things for the AI to do
- An interconnected space allows the AI to flank the Player, making them seem more intelligent
- It also allows the Player to flank the AI, giving him a chance to watch them react to his tactics
- One weakness of an interconnected space, however, is that it tends to be chaotic
- So we also needed to establish a Killing Zone
- an open area between two positions with good cover
- flanking is still possible in an environment with a killing zone, but the battle is much more directed
- the killing zone also allows multiple enemies to fight at once without it degenerating into chaos
- Attacking/Defending States
- Another way the designers controlled the flow of battle was through Attacking and Defending States
- Each group of actors has an aggressive territory that it wants to occupy
- it also has retreat conditions, such as a number of casualties or the position of the Player
- the retreat conditions cause a transition to a defensive state where the Actors retreat to a more defensible location
By carefully collapsing an encounter from a large aggressive territory to a small defensive cluster
- we were able to capture the feeling of a dynamic battle
- I should mention the AI system we developed can get much more complicated,
- especially when you layer several of these attacking/defending states on top of one another
- but we rarely used that complexity
- For a large majority of encounters, I'd say around 80%, we didn't need to get any more complicated than this example
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