TinyKeep's AI system (Part 4 of 5)
We're getting there! But not quite fast enough! But in the meantime, welcome to Part 4 of our AI series of updates:
In Part 2 (Retreating) we briefly touched on how Fire Imps in each other's line of sight were connected as a group, and they would share alert levels. Today, I'm going to explain a little bit more about how group movement works - and also introduce a new monster to the pack: The Skeleton Archer, with its Ranged Attacks! Combine Archers and Skeletons together and you have quite a challenging group of foes to deal with.
Try the interactive demo:
Or take a look at our previous demos at the usual place:
Apart from the new Archer behaviours, there's no special code to formulate groups here. It just so happens that a combination of melee type Skeletons (who are extremely aggressive and will chase you down as much as possible) and ranged Archers (who are cautious and will try to maintain a certain distance from you) results in quite effective emergent behaviour - it almost looks like they are working together.
More Ideas for Group AI
The above shows very basic, fundamental rules for group interaction. It's a work in progress - but we plan on bringing you more complex manoeuvres in regards to group tactics. Depending on the monster type, critters will be able to do the following:
- Monsters won't attack if they are alone, and will flee instead. Some intelligent ones will flee towards a known group of other monsters. This results in luring, pulling the character towards a more dangerous area and then attacking again.
- Wounded skeletons prefer to escape while their friends are locked in battle - to go and find corpses, heal, and return to the fray later.
- Leaders - if a Skeleton King is in the area, his minions will tend to follow and do what he does.
- Flanking - if the player is currently engaged in battle, other monsters will attempt to flank you from either side or behind.
There are more ambitious plans for bosses/leaders and how their monsters interact with them - but we can't give too much away, part of the fun is discovering them for yourself!
AI Part 5 is coming tomorrow, showing the rivalry between Orcs and Skeletons and this will wrap up the series at least until after the funding date. Ben is also going to talk about Weapons Generation, this is a very cool system we've been working on and will form the backbone of our swords. For our Backers that have chosen the PERSONALISED Reward Tier, you'll be able to customize your in-game sword using this tool.
2 days to go - we are creeping up there! Keeping pushing guys!