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Behavior bits
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Dugtrio17
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PostPosted: Thu Sep 15, 2005 2:50 pm
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I'm trying to think of a good set of things that would be good as "on and off" behavior switches for a guard. These aren't things changed during gameplay, but preset behavior aspects. I've got a few thought up, but I'm having trouble brainstorming and picking the best of the bunch. Here's what I've got so far:
- Makes noise when shooting
- Makes noise when hurt
- Opens doors
- Uses cover (and stays stationary behind it as appropriate)
- Alerts any guards it sees
- Alerts deaf guards
- Keeps distance from player
- Always does a constant damage amount, regardless of distance
- Shooting sound plays even when shooting and out of line of fire of the player
- Chase like a Pacman ghost
- Seeks health
- Picks up health
- Stands still when out of player's sight
- Alerts at sight of a dead body

Any ideas for more? Oh, and why do I ask? Erm, no reason...

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PostPosted: Fri Sep 16, 2005 3:11 am
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- returns to start point when out of sight
- can ressurect itself
- can be stunned if hit
- alerts all other guards
- goes to ambush positions
- causes damage if killed nearby

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PostPosted: Fri Sep 16, 2005 6:20 am
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-doesn't see through the whole map if no walls blocking field of vision
-some objects causing the guard to not see through the object so fast
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PostPosted: Fri Sep 16, 2005 6:24 am
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-fakes death
-attempts to find a route behind the player
-drops a bomb after dying

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PostPosted: Fri Sep 16, 2005 9:14 am
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-no cliping guards
-blind guards
-attack over enimes like in DOOM
-use dead guard's weapon
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PostPosted: Fri Sep 16, 2005 10:35 pm
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- Guards in Attack Mode can silently alert any inactive dogs that are in the same room that they enter.
- Inspired by the classic 1980s game Lode Runner: Guards can pick treasures and/or keys, and killing the guards makes them drop the items again.
- One type of guard can "booby-trap" a door when they use it, so that a detonator is set off when the player opens the door. There should be a way the player can get past this part without getting hit ... perhaps by shooting the door before you open it?
- Some bosses can drop mines. This will make the guys big trouble in tight corridors, no doubt ...
Dugtrio17
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PostPosted: Fri Sep 16, 2005 10:50 pm
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Hmm... Each person has said at least one thing that I'm really interested in pursuing. I'm trying to keep it general for the purpose I have in mind, but of course seeing some of these ideas gets me thinking about unleashing a few neat AI tricks in another coding experiment... "Go5it"? Nah...
Anyway, thanks for the ideas everyone, keep 'em coming! Smile

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PostPosted: Sat Sep 17, 2005 4:22 am
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-spawns a new enemy once killed after X amount of time (like a zombie)
-starts off as invisible (until player has back turned to it)

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PostPosted: Sun Sep 25, 2005 8:12 am
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-Guards have limited ammo so when they run out they start knifeing you. Or they pick up some more.
-Guards clothes you can pick up and wear them to sneak past the other guards unoticed.
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PostPosted: Sun Sep 25, 2005 8:30 am
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Hmm... anyone got some stuff that's perhaps less specific? This stuff's good, but what I'd really like is some general stuff that'd apply to a lot of TCs, more generalized guard behavior.

EDIT: Why do I start so many messages with "Hmm..." or "Eh..."?

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PostPosted: Sun Sep 25, 2005 12:57 pm
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guards walk slower when more damage?
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PostPosted: Sun Sep 25, 2005 6:21 pm
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How about a variation of the "blood splatters when hit" routine? As in, blood will drop to the floor when the enemy is hit, but the puddle will quickly shrink until it disappears. This is a more practical way to avoid the "objects disappearing" problem.
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PostPosted: Wed Oct 12, 2005 3:13 am
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Tricob wrote:
How about a variation of the "blood splatters when hit" routine? As in, blood will drop to the floor when the enemy is hit, but the puddle will quickly shrink until it disappears. This is a more practical way to avoid the "objects disappearing" problem.


Couldn't you just use more sprites and statetypes?
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PostPosted: Wed Oct 12, 2005 5:17 am
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This isn't generic but:

-Shoots explosive barrel/object near you.

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PostPosted: Wed Oct 12, 2005 8:40 pm
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Deathshead wrote:
Tricob wrote:
How about a variation of the "blood splatters when hit" routine? As in, blood will drop to the floor when the enemy is hit, but the puddle will quickly shrink until it disappears. This is a more practical way to avoid the "objects disappearing" problem.


Couldn't you just use more sprites and statetypes?

Yes, but for it to run without problems in all circumstances, you'd have to add as much as 100 extra visible objects. With each additional object is an extra little bit of memory, which can then not be used for other more important things. Sure, there's always DOS4GW, but that hasn't been fully tested yet, and still has a handful of kinks to work out.

So, what circumstances am I talking about? Well, let's say there are thirty visible objects in your view, along with ten SS in that same room. Normally, you'll have to hit each SS at least three times before he'll go down. Even if he doesn't drip blood when he goes down, we're talking three additional new objects to display, counting the ammo the guys drop. Multiply that by the number of SSs, and you've got 30 visible objects from the map structure, 10 SSs to display, and 30 new objects, equal to 70 new objects in all, and the current object display limit is 49. That's very problematic in a dogfight, especially if you have new guards follow you back into that room later on in the level.

Plus the fact that many SSs won't go down with only 3 bullets, so you'd have to add as much as fifty objects altogether to keep the problem from happening at all. And you'd have to add fifty more objects if the map allows the player to have new guards follow him back into that same room.

Obviously, it's much easier (and memory efficient) to have the blood disappear instead.
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