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Using enemies with logic?
Archive: 5 posts
Out of curiousity, I was wondering if many people regularly use logic aswell as creature brains to controls the actions of in-game enemies? For exmample, in the case of my level "In Pursuit of The Colossus", I have used it to create a tie to SOTC in that you stab the colossus repeatedly to kill it, as opposed to simply popping brains. Also in "Steam Paint - Sub-Urbia", if it were not for logic, my flame tanks would end up driving into walls and overturning! Anyone else have any thoughts on this, or am I the only one using this as yet another way to give the thermometer a heart attack?! | 2009-10-06 09:10:00 Author: croissantbuncake Posts: 572 |
I hardly create enemies actually, I used a simple perm. switch for the Assault Troopers in Mars 2, but thats about it really. | 2009-10-06 11:25:00 Author: GruntosUK Posts: 1754 |
I hardly create enemies actually, I used a simple perm. switch for the Assault Troopers in Mars 2, but thats about it really. I've seen your switches there's nothing simple about them! | 2009-10-06 11:34:00 Author: jackofcourse Posts: 1494 |
Way back when I first started creating in LBP I made some designs for custom AI controlled enemies which have since vanished into the oblivion of corrupted profiles. My Masters project (around 75% of what I did in my final year of university) was based around AI robotics and I did a lot of reading around various design paradigms for sense-react AI which are largely influenced by insect cognitive functions and basically revolve around the concepts of having a few very simple actions that can be layered to create quite complex emergent behaviours. *deep breath* Long story short: I have, and you don't need to blow the thermo to achieve quite impressive stuff. edit - oh and the Tentacle. Another example of layered AI that seems quite complex but doesn't have much going on logic-wise | 2009-10-06 11:41:00 Author: rtm223 Posts: 6497 |
The sentries robots in Free At Last are controlled by self contained logic. The brain on top is only there for a little bit of aesthetic proportion, and to ensure that it destroys itself completely (minus that tiny little mag key I forgot to change to dissolve and couldn't reach anymore). There should be one as a prize in the level as a reward for backtracking, so check it out if you want. Lots of bosses are controlled by logic obviously... most turret type enemies are as well, if they're well done. EDIT: I really, really wish I'd been able to play Subterranean Setbacks. I'm sure I'd really appreciate the little things heh | 2009-10-06 13:01:00 Author: Unknown User |
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