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They're Random, Baby!

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Notes

  • What we are going to talk about is Combat Behavior
    this is where Design and Code overlap


    Ideally you want to borrow the intelligence of the designers to make the AI seem smart
    but you want to use the generalization of code to make the intelligence procedural (you can't ship a designer on a cd)

    In Halo, the Designers were responsible for anything that had a 3 minute scope
    By 3 minute scope we mean any aspects of the AI that are established over a period of minutes, rather than seconds
  • An example of this would be the Racial personalities of our characters
    Grunts are _always_
    comical and cowardly Elites are _always_ tough and aggressive
  • Providing the AI with a Strategic purpose
    These are the goals that motivate the AI's actions that aren't represented in code
    Secure the landing zone
    Protect the flag
  • Code responsible for 30 second scope, things that the player experiences on a moment to moment basis
  • Making Intelligent decisions
    This rock is good cover
    This tree is good cover This enemy tank is not good cover
  • Instant reactions
    This grenade is going to explode, I need to dive away
    The Player is aiming a rocket launcher at me, I should hide
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