Triggers

22 02 2008

The following is a series of diagrams that depicts the triggering sequence for various issues concerning the game play.

 
 

Characters:

triggers01.jpg

The player has to avoid security camera detection in order to infiltrate the premises. The AI implemented will trigger the enemy combat alert event once the cameras detect the Hero. If Hero is spotted by the enemy, the enemy combat alert will also trigger.

 
 

Quest & Sub-quests:

Overall Map of Mission Level 2 :

triggers02.jpg

Mission Level 2: Save Point

triggers03.jpg

Mission Level 2a: Military Facility Corridor

triggers04.jpg

Mission Level 2b: Military Facility Room #1

triggers05.jpg

Mission Level 2c: Military Facility Room #2

triggers06.jpg

Mission Level 2d: Military Facility Room #3

triggers07.jpg

Mission Level 2e: Final Encounter Boss Room

triggers08.jpg

 
 

Environmental:

triggers09.jpg

When Hero accidentally stepped on a puddle of water, sound of water splashing will triggered. Thus, enemies around the radius of 5 meters who heard the sound will be triggered into the enemy detection alert. The enemies will patrol around the point of which the sound is triggered, if the Hero is spotted, the enemies will then be triggered into combat alert mode. Or else, after 10 seconds of patrolling, the enemies will return to it original patrolling route. Regardless of either the Hero or the enemy firing, the sound of gunshot will be triggered. Thus, enemies patrolling who heard the sound within the radius of 5 meters will be triggered into enemy combat alert. These triggers are implemented to make the game play as realistic as possible.





Pathfinding

22 02 2008

The path finding algorithm takes into consideration 2 factors:

  • Current location
  • Location of event (event may be an mouse click or trigger)

When path finding is activated, calculations will be made to find the optimal path to the event. Once the calculations are completed, the AI will follow the designated path to the source of the event. While moving along the path, other algorithms will be run to check the field of view to determine if it should continue to follow the designated path or to enter combat mode or other modes.

Some algorithms that will be taken into consideration are shortest-path and fastest-path. Comparisons will be made between the 2 to determine which algorithm to adopt. If time permits, the AI will be given the choice to choose from multiple paths to introduce the random factor so as to increase replay value.





Combat AI

22 02 2008

The game’s AI will be based on the “game modes” that the user has chosen. There are basically 2 levels of Intelligence, level 1- 2 that controls the calculations affecting the combat rules during engagement of two subjects. By default, the game starts in “Normal Mode” (intelligence level 1).

Basic Combat AI:

  • Take cover/prone down when gun shot is heard, move line of sight to the direction
  • Fire back when enemy is spotted

Level 2, “Hard Mode”:

  • increase in accuracy
  • less damage taken for self
  • increased damage dealt to opponent

ai01.jpg





Character AI

22 02 2008

The following describes the options that the various in-game Character AIs will take during different situations.

Main Lead (Single-player mode, for the uncontrolled lead):

  • Walk
  • Run
  • Crouch
  • Interact with environment (i.e. Attack, Ask AI to stay at a position)

Boss:

  • Attack 1: Tail swipe (attack targets behind)
  • Attack 2: Fury swipe (single target, x2 hit)
  • Attack 3: Fireball (ranged magic attack)

Guards:

  • Patrol
  • Engage in combat
  • Sound Alarm
  • Pursue