Melan on 9/2/2012 at 08:01
Quote Posted by ZylonBane
But then it would be a priori priory.
Ha! :cheeky:
BTW, nice to read it is nearing completion. Too many interesting building projects are lost along the way.
scarykitties on 9/2/2012 at 15:19
DAT ARCHITECTURE!
Looks great, skacky!
nightshifter on 10/2/2012 at 00:34
curious how you did that, liked the vid.:thumb:
Haplo on 10/2/2012 at 00:43
Quote Posted by nightshifter
curious how you did that, liked the vid.:thumb:
Very easy! Just give the AI a Rotate tweq on the Z axis, 360 degrees with the rate of 10. Faster rates makes it more frantic, but if set it too high he constantly walks against the walls.
It can provide an interesting gameplay element; for example you won't be able to easily walk up to the haunt and backstab him anymore, since you never know when he is going to change direction.
Yandros on 10/2/2012 at 00:51
Very interesting, Ali! You could have it disabled on Normal, set to 5 on Hard and to 10 on Expert to make the patrol variability scale with difficulty.
R Soul on 10/2/2012 at 01:11
Wouldn't it also rule out ghosting if the player can't predict when the AI will be looking away?
Yandros on 10/2/2012 at 01:51
It might just make it significantly more difficult, I wouldn't say it would necessarily prevent ghosting.
LarryG on 10/2/2012 at 02:27
Quote Posted by R Soul
Wouldn't it also rule out ghosting if the player can't predict when the AI will be looking away?
No. As Yandros says, it just makes it harder.
You can ghost random patrols right now, depending on the exact circumstances (length of patrol, floor surface, objects to hide behind, etc.). It's just harder and you have to plan it out, figure out where the points of variability are, then react quickly and smoothly.