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They're Random, Baby!

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Large version of slide

Notes

  • events are generated from basically everywhere in the AI system
  • there is a hierarchical ordering of priorities
    • some a priori knowledge of which are the rarest triggers, so they have a higher priority
    • try to pick actors which the player can see, and events to talk about which the player probably noticed
  • events can pick from multiple different dialogue possibilities, for example if a grunt in a stationary turret kills a marine
    • grunt says "kill you, human"
    • sarge says "keep it steady, marines, we'll beat them" - custom for group of marines
    • a nearby marine screams "no! you covenant bastards!" - custom by killer's race
    • another marine shouts "someone take that thing out!" - custom by damage type
  • dialogue is only for the player's benefit, all AI coordination and communication happens inaudibly through other channels (but often causes dialogue events when it does happen)
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