Sign in to follow this  
Psilobe

Scroller AI

Recommended Posts

Psilobe    193
I'm making a 2d scroller in flash together with a friend, he paints and I code. I've started pondering on what behaviors the enemies should have, they will have both ranged and melee attacks. What's bothering me is that they will be to simple, just checking in which direction the player is walking close to attack or shoot isn't my idea of an interesting enemy. Making them patrol and check if the player is in visual contact is one thing I'm planning to implement but I'm quickly running out of ideas. I dont need anything fance for my first flash game but I need more ideas. What can you do yo make different enemies act differently? Things that set them apart, for example say that I have multiple enemies looking the same but with different capabilities what could be done to allow the player to distinguish them from behaviors instead of looks? Felt that this is more a design question than AI question atm.

Share this post


Link to post
Share on other sites
WavyVirus    884
Quote:
Original post by Psilobe
What can you do yo make different enemies act differently? Things that set them apart, for example say that I have multiple enemies looking the same but with different capabilities what could be done to allow the player to distinguish them from behaviors instead of looks?


You could try:

- Flying enemies
- Enemies who do/don't shoot
- Shooting enemies of varying aggression and accuracy
- Enemies of varying speed
- Fixed/"turret" enemies
- Enemies firing "bullets" vs enemies throwing "bombs" which move in an arc
- Enemies firing a "spread" of bullets
- Enemies immune to either the player's melee or ranged attacks
- Enemies stuck to walls/ceiling
- Enemies that jump/bounce around

Share this post


Link to post
Share on other sites
Wavinator    2017
What about:


  • Random Artillery - Enemy picks an angle and shoots randomly; delay between shots varies by enemy class
  • Artillery With Bullet Bounce - Enemy's shots bounce before exploding. Player can angle a shield to bounce the shots right back on the enemy
  • Charge Up Invul - Enemy is invulnerable until it charges up to fire
  • Melee Knockback - Enemy can be knocked back in melee attacks but can also knock the player back
  • Rhino - Enemy charges the player if they see them but can't see them unless you're right along it's horizontal plane of sight
  • Mimics - Enemy appears to be something on the level such as treasure but attacks when you get close. Something, like subtle coloration, gives it away.

Share this post


Link to post
Share on other sites
doomhascome    142
Enemies which can't see you until you get very close, but then start orbiting you, firing at you.
Enemies which can boost other enemies' weapon damage (like a commander)
Enemies which try dodging bullets intelligently
Enemies which can reflect bullets that are fired at the front, but not at the sides
Enemies that can only fire in the direction they are going, so they dogfight around the player.

Share this post


Link to post
Share on other sites
Psilobe    193
Thanks, these kind of sugestions was exactly what I was looking for some mix and mash here should provide some more interesting enemies than just walk and slash.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this