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Notes
To sum up!
Most importantly, we were trying to create the Illusion of Intelligence, not actual intelligence
- and that combat behavior is where Design and the Code overlap
- Our Design Goals were
- to make the AI Intelligible by
- giving them similar capabilities to the Player
- and making their thought processes transparent
- to make them Interactive by
- letting the Player impress them, fool them and thwart them
- and to make them unpredictable by
- using the Player as the focus of the battle
- and giving the Actors a gradient of choices
Our designers focused on the flow of battle while our coders focused on the Actor's action and responses
We used the Difficulty level to
- let the AI live long enough to appear smart and
- discourage tactics that made the AI appear dumb
We manipulated the battle lines in an encounter
- by using strategic spaces to emphasize the AI's strong points
- and using Attacking and Defending states to make battles dynamic
and finally from our Playtests we learned that
- Subtlety doesn't work
- and there are specific attributes of our AI that we could tune to make it appear smarter
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