Yer Pink Beard Is On Wrong, me latti.Korban3 wrote:I would say that having confidence and aggression be random is a poor design choice. Making things random is actually one of my most hated things in games. There is a time for it, but core gameplay features isn't it.
It's like, let's say you are playing a game in which your goal is to walk through a house and off the balcony railing, killing yourself in order to win. Now, you can't just die in this game, to win. It has to be by falling off the balcony.
Now, if the game has some non-random everythings, it will seem stale if you play it a couple times, with nothing changing. So, as dev, I add in a random chance, say 38%, that opening a door will trigger a trap that impales you through your virtual arse, killing you in a lose-game scenario.
Is it fair?
There should be some logical, clear and concise reason that the trap is there and that it killed you. Otherwise, the game becomes muddy. It also gives room to make the concerned feature deeper and more immersive.
In a Lugaru/Overgrowth scenario, a group of Raiders 5 strong would be pretty confident, and relatively aggressive. If Turner jumps into the middle of their camp, and punches one in the throat, collapsing his windpipe and killing him almost instantly, the rest will be less confident and more aggressive. You could muddy it up by randomizing the effect, but that may confuse the player.
You could carry on this way for a while until you round out the scenario, allowing the AI to be logical, clear and intentional in the way it presents itself to the player. If the play sees an enemy retreat, it's because a set of stimuli were fulfilled that the player is already or able to become fully aware of.
[/pseudo-rant]
A more humane approach.
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Re: A more humane approach.
Re: A more humane approach.
I don't think so ;D
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Re: A more humane approach.
Arrgh, me latey, le bearrrd needz tuh be original.Korban3 wrote:I don't think so ;D
A poni stuck to yer beard is naut original.
Re: A more humane approach.
Arr, I be willin' ter contest that. I be thinkin' ter meself that I be original in me use o' the coked up, pink thing. T'isn't another soul on this 'ere vessel be possessin' a beard loik mine.
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Re: A more humane approach.
Arr, thats what me be sayin' me latey. Yer just a tad bit ol' in the head havin' a poneh on yo face.Korban3 wrote:Arr, I be willin' ter contest that. I be thinkin' ter meself that I be original in me use o' the coked up, pink thing. T'isn't another soul on this 'ere vessel be possessin' a beard loik mine.
Re: A more humane approach.
Well, what ye be plannin' ter do about it, arr? I be right prepared ter skin yer yeller hide clean from yer bones, if it's a fight ye be wantin'.
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Re: A more humane approach.
Bring itKorban3 wrote:Well, what ye be plannin' ter do about it, arr? I be right prepared ter skin yer yeller hide clean from yer bones, if it's a fight ye be wantin'.
Re: A more humane approach.
Arr, it be lookin' something loik this here scene from some up and comin' videuh game. Whatever in Davey Jones locker that be.
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Re: A more humane approach.
It'rr be mor rowdier than this, me Iaddy,Korban3 wrote:Arr, it be lookin' something loik this here scene from some up and comin' videuh game. Whatever in Davey Jones locker that be.
Re: A more humane approach.
"...I'm ever so certain I don't speak that ghastly taco language of yours."
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Re: A more humane approach.
Arr, this be the rabbit pirate language to make rabbits mor humane.Korban3 wrote:"...I'm ever so certain I don't speak that ghastly taco language of yours."
Back to topic everyone!
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Re: A more humane approach.
It wont really confuse the player, because thats how it happens in real life. The raiders will be more aggresive and some may even just run blankly into the horizon or something.Korban3 wrote:In a Lugaru/Overgrowth scenario, a group of Raiders 5 strong would be pretty confident, and relatively aggressive. If Turner jumps into the middle of their camp, and punches one in the throat, collapsing his windpipe and killing him almost instantly, the rest will be less confident and more aggressive. You could muddy it up by randomizing the effect, but that may confuse the player.
You could carry on this way for a while until you round out the scenario, allowing the AI to be logical, clear and intentional in the way it presents itself to the player. If the play sees an enemy retreat, it's because a set of stimuli were fulfilled that the player is already or able to become fully aware of.
[/pseudo-rant]
[Pseudo-rant] IDK what this means [/pseudo-rant]
Re: A more humane approach.
Meh, personal preference. I'm not a big fan of randomizing since it is often not fair and there are often better alternatives.
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Re: A more humane approach.
BUMPing it up for more views
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