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#1

Enemy AI Ideas

Archive: 11 posts


I had this idea for an enemy for a level with some custom AI. The basic idea is a little robot drone that you have to attack from behind. For AI, it's basically a decision making system for when the drone is going to turn around. I'm thinking of having it build up in complexity as you get through the level:


At the beginning just have them trundle back and forth within predetermined bounds. (roam)
Then add in a random signal to have it turn round randomly, though still staying in it's domain. (boredom)
Add in a control to supress the random turn if a sack is in front of it. (chase)
Add in a control to make it turn around if you approach from behind. (turn&face)

If 3 takes precidence over 4, then the drone will need one sack to "distract it" from in front, whilst another takes it from behind, so to speak, which I thought would be a nice 2 player puzzle. If 4 takes precidence over 3 then it's probably gonna be near impossible to kill!

My main concern is whether or not having a whole bunch of enemies that look essentially the same, but behave in different ways would be considered "fair" by the players? Also if anyone has some extra ideas for turning round triggers I'd like to hear them.


I mocked up a little rig with electro prodders at the front and a brain at the back and made it so it can change direction (by swapping the prodders / brain around:

Going right:
http://i600.photobucket.com/albums/tt82/rtm223/APhoto.jpg

Going left:
http://i600.photobucket.com/albums/tt82/rtm223/APhoto_1.jpg
2009-04-11 23:54:00

Author:
rtm223
Posts: 6497


it would be nice if you can demonstrate it with a video..2009-04-12 00:06:00

Author:
graygoose
Posts: 371


well I tried, using my phone lol.

YouTube - lbp drone mock up

Obviously quality is appalling, but this is the rig with the direction changing, you can see the brains pop out of the back after it has turned around. at the moment the back is not complete, and I'm thinking of emmitting a complete carapace on the back, as I can't work out a way of stashing it inside.

The mini drone is around proper size and is only half complete, needs the wheels fixing and the brains adding. Plus I think the sensors on the electro-prodders need the angle sensors from yarg/create pack 1.

As for the AI, thats sort of done, but I'm having to use spotlights (can't wait for those angle sensors) and it looks like a big mess atm - really hard to see whats going on with it.
2009-04-12 14:48:00

Author:
rtm223
Posts: 6497


wow love how it turns around xD

i don't think i'd know where to start if i was trying to make something like that. guess i need more practice making mechs
2009-04-12 15:25:00

Author:
Dexiro
Posts: 2100


Wow, that looks great, the mechanism for it looks fantastic, that should not be hidden away if at all possible. How much thermo have you used so far?2009-04-13 21:02:00

Author:
GruntosUK
Posts: 1754


My main concern is whether or not having a whole bunch of enemies that look essentially the same, but behave in different ways would be considered "fair" by the players? Also if anyone has some extra ideas for turning round triggers I'd like to hear them.

couldn't you use an adapted form of a player tracker (with a proximity switch atacked to a winch pulling on the 3way) to get it to turn around when you go behind it?

Something like that, but it'd have to be changed with a bit.
2009-04-13 21:07:00

Author:
Shennette
Posts: 44


Thanks guys. In terms of the mechanism... It turns out I need to do a rethink on moving the brains because I need to make them bigger - they become too small when I scale down and this means the **** thing stamps on it's own brain lol.

@ dexiro:
I've only been using the creator for about three weeks I'm struggling with the tools more than anything

@grantos:
I wanted to hide the worky bits away, but we will see. The thermo is at the 3rd marker, for what you see on that video, plus a test rig with fully working AI. and a couple of other bits and pieces knocking around the level. It seems I can copy and paste to my heart's content with no noticable effect on thermo.

@shenette
At some point I may well look into using a three-way switch, so that I can incorporate stopping behaviours into the AI, so it's not constantly moving. at the moment I've got a toggle switch with output as direction (takes a 1 shot input and changes direction based on that).

In fact what I meant to ask for was more ideas for behavioural traits, such as the 4 I listed above that could be incorporated into the idea, rather than methods to realise it, I don't think I was very clear in the original post.
2009-04-13 22:23:00

Author:
rtm223
Posts: 6497


It's not exactly the same thing, but you should check out my boss AI tutorial. You should be able to add in aiming attacks to the creature fairly easily from this set-up.2009-04-14 02:37:00

Author:
dcf
Posts: 468


Hey dcf, I actually had a look at your boss AI tutorial a few days ago and I must say it looks like an excellent beginners guide to digital logic with practical examples in LBP. TBH though, my thesis for my Master's was primarially on Robotic AI, so there really wasn't anything in there I couldn't work out for myself.

This is in no way putting down your tutorial, it really is very good.
2009-04-14 11:32:00

Author:
rtm223
Posts: 6497


Hey dcf, I actually had a look at your boss AI tutorial a few days ago and I must say it looks like an excellent beginners guide to digital logic with practical examples in LBP. TBH though, my thesis for my Master's was primarially on Robotic AI, so there really wasn't anything in there I couldn't work out for myself.

This is in no way putting down your tutorial, it really is very good.

EE I presume? I'm Mat Sci. So I'm sure you're better at digital logic than I am
2009-04-14 14:09:00

Author:
dcf
Posts: 468


Electronic and Computer Eng, and possibly not - we very quickly moved away from designing at gate level, so it's a little strange to me thinking in those terms2009-04-14 20:47:00

Author:
rtm223
Posts: 6497


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