kingcomrade
Kingcomrade
Since so many games nowadays are hitscan games (i.e. the enemies all use guns) enemy AI has become more important, because in a hitscan game there has to be a separate mechanic from RNG to decide whether enemies hit you are not. Right now it seems not having definite health is the current solution, and it does work. Your death depends on how much fire you are taking in general rather than how many independent hits you take before your meter hits 0.
I saw the Zero Punctuation review for splinter cell conviction and I thought the idea of enemies firing at a place where they last saw you rather than always knowing where you are was a good one. I haven't played the game so I don't know how well it was actually implemented, but it seems like a good idea.
What should the AI do? It seems like devs don't really know and just go with whatever (just like with a lot of game mechanics), most of the time. I can understand it would sometimes seem like it wouldn't make a big difference to a lazy dev.
I think AI should be predictable, but that's because I like the Doom style of shooter over the half life style where it's just a shooting gallery going down hallways (I do like cinematic feels which is why I probably like modern warfare games so much, but that's not the topic). In Doom all monsters have 2 behaviors. 1) they will always move towards you 2) they behave the same way when attacking (e.g. a zombieman will always raise his rifle and shoot a second or half a second later at the point you were at when he raised his rifle).
I think the biggest problem is just that AI is usually either clairvoyant or totally blind. I hate the first a lot more than I hate the latter. The latter is actually easily forgiveable to the point of not being a flaw, because they are video games. Metal Gear Solid, for example. It gave you the mechanics and they were predictable. Guards were blind past 5 meters, you could see where they were looking, and so on. I liked that. That made it a game, not an exercise in trying to be a realistic stealth simulation. I like games.
I saw the Zero Punctuation review for splinter cell conviction and I thought the idea of enemies firing at a place where they last saw you rather than always knowing where you are was a good one. I haven't played the game so I don't know how well it was actually implemented, but it seems like a good idea.
What should the AI do? It seems like devs don't really know and just go with whatever (just like with a lot of game mechanics), most of the time. I can understand it would sometimes seem like it wouldn't make a big difference to a lazy dev.
I think AI should be predictable, but that's because I like the Doom style of shooter over the half life style where it's just a shooting gallery going down hallways (I do like cinematic feels which is why I probably like modern warfare games so much, but that's not the topic). In Doom all monsters have 2 behaviors. 1) they will always move towards you 2) they behave the same way when attacking (e.g. a zombieman will always raise his rifle and shoot a second or half a second later at the point you were at when he raised his rifle).
I think the biggest problem is just that AI is usually either clairvoyant or totally blind. I hate the first a lot more than I hate the latter. The latter is actually easily forgiveable to the point of not being a flaw, because they are video games. Metal Gear Solid, for example. It gave you the mechanics and they were predictable. Guards were blind past 5 meters, you could see where they were looking, and so on. I liked that. That made it a game, not an exercise in trying to be a realistic stealth simulation. I like games.