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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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