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UltimateCJ64
AS2 programmer (in progress), decent at drawing things as well as animating, not really good at writing, and stuff. Lots of stuff. Insert more stuff here. One game in the works, need some help here and there, mostly with level design and enemy AI.

Age 31, Male

Part-time slacker

Somewhere in the future..

Joined on 7/22/11

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Platformer/Shooter AI ideas...

Posted by UltimateCJ64 - October 11th, 2013


Okay, so I'm trying to figure out some AI crap for the enemy soldiers... naturally, platform-wise, they're gonna follow the same rules as the player. Jumping, running, etc. HOWEVER, I want them to seem a little bit smart...

* Set up different classes of soldiers (only counting ones on foot)
- rifleman - paired or burst shots and melee
- machine gunner - suppressive fire and melee
- grenadier - grenades, pistol, and melee
- anti-armor - grenades, rocket, and melee
(There will also be "heavy" versions of these guys, but I'm just worried about their thought process for now...)

Note: Typically, this is what a basic fireteam is made up of, a rifleman, autorifleman, grenadier, plus a team leader. The idea is to present an enemy that seems tactically inclined, rather than usual cannon fodder individuals that just run around like chickens and are a mere hinderance to the player's forward progress. Want the player to actually seem threatened by the enemies altogether than just their projectiles.

* ALMOST NEVER spawn one guy by himself
- the only exception would be the machine gunner, due to the high firepower

* GENERAL TACTICS:
- avoid close range
--- if in close range attempt to back out into medium range
--- if too close, initiate melee attack, then back out
- avoid far range
--- if too far out, bring it in a little bit
- avoid being a sitting duck
--- if in the same spot for more than (randomly decided between 0.5 and 1) seconds, move in some direction (preferably away from the closer range)

* RIFLEMAN TACTICS:
- fire three to five shots at the player every two seconds

* MACHINE GUNNER TACTICS:
- fire bursts of 10-15 shots at the player every three seconds

* GRENADIER TACTICS:
- if at close-medium range, fire two shots from pistol every two seconds
- if at far-medium range...
--- see if our grenade arc hits a wall between enemy and player
--- if not, throw grenade

* ANTI-ARMOR TACTICS:
- if at close range, move in (these are the only guys so far that will charge the player at close range)
- if at close-medium range
--- check grenade arc
--- if no wall, throw grenade
- if further out than that
--- launch rocket every four seconds

For now, I can't think of much more for them. Other enemies will be included of course...
- spider gunbots
- spider minebots
- auto turrets
- AA gunners
- spotlight gunners
- tanks
- trucks
- vehicle gunners
- helicopters
- ATVs

Another note, at the same time as wanting a teamwork-based enemy, I also want to occasionally implement some Metal Slug-like behaviors, like catching them off guard while they're in the middle of setting a trap, or standing around talkin', or you blow up a port-o-jon and they run off with their pants around their ankles.

Any other ideas, feel free to comment.


Comments

put in more classes

I'm sorry, could you be a little more specific?

Sniper-A sniper rifle 12/36
Mech-sets up traps and turrets,has a shotgun 8/40ammo
Minigunner-just carry a minigun 500 ammo 150 heatlh
A Melee dude-you can choose a bat,katana or a shock rod

Hmm...

Sniper - kinda useless in a sidescrolling platformer (see previous newspost to see gameplay in progress), unless he's way off to the right (like off-screen shooting at you) and it's supposed to be a challenge to move up between his shots/reloading and take him out
Mech/engineer? - definitely an idea I'll consider
Minigunner - could be basically the heavy version of the machine gunner, make him a big guy
Melee dude - well, all the classes of enemies melee, but this could work as a kamikaze type dude

Thanks for the input. :)