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This week I wanted to give combat a little variety.

Not yet ready to start adding in new spells, or animated any complex new attacks, I instead modified the enemies behaviour to change their approach to attack.

The enemies report to a manager class when they decide to attack the player, and depending on the number of enemies, the "Enemy Manager" will tell them how to attack. To start I'm keeping it simple. The enemies may try to flank behind the player from the right or left, they may decide to ONLY do ranged attacks, or just straight up attack the player.

One thing to note, right now it doesn't tell the enemies WHEN to attack, only how to approach it. Given the slow motion feature I'm currently trying, I think the player ought to handle attacks from many enemies and directions at once. I don't think there is a need to do something like the Arkham games, or Shadows of Mordor and have a system artifically control who attacks when.


P.S. Enemies not running straight at you can be a little more difficult to hit!

Besides changing this behaviour, I've also made a few changes to the way they receive damage, and react to receiving damage. This is in anticipation of some ideas I have for some magic spells.

I've also currently set it so that an enemy who takes damage, even if they never see/lose sight of the player, will abort their patrol path, and start to wander around. Always seemed silly to me that in stealth games, when the alarm was cleared, everyone just went back to doing what they were doing like nothing happened.


That's about it for what I wanted to talk about this week!

As always I'd love to hear comments and questions/concerns!

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Comments

Anonymous

I agree that it's silly how quickly on-patrol enemies reset after something weird happens in most games. As long as your game doesn't have any instant failure conditions relating to stealth/AI (where even a single chaotic element could become too frustrating), not returning them to patrol sounds like a nice idea to improve the dynamism of familiar areas and enemies. On the flipside It could make things too easy for stealthy players who might use the system to leisurely pick off enemies one by one? Its probably only a concern if you want to avoid some players camping a "safe zone" and clearing a whole map by individually kiting enemies who refuse to return to patrol.

Anonymous

I'm going to need both hands to play this! Looks like this is going to be fun.

Curly

Sounds good as long as it's not too hard for player. And because this is H-game, I'll be very glad if such attention is paid to H-behaviour of enemies, not only fighting style. Also, reading this I remembered some H-JRPGs with H-attacks during the fight. With described sophisticated tactics it'd be possible letting the enemies to catch the cute magician and perform some naughty things. Not sure, nevertheless, if any H-scale is necessary in this case and how the H-interaction and its affects will change fighting dynamics, but I think it might be fun.

VaSh

this gives me an idea! if there is any chance of an enemy who does magic, and the attacks are randomly chosen from their ability list, one of their "attacks" might be to cause a minor updraft (think Marilyn Monroe) that does no damage, but is just for fun

VaSh

pulling enemies from a group to pick them off one by one isn't a lazy cheat to make anything easy, it's a legitimate tactic used in all kinds of situations - like taking out a chunk of code to see how everything works without it, then improving that code before putting it back into the program... with bugs killed! maybe after the enemy comes out of "attack mode" they go into "investigate mode" for a short while. they kinda do this in metal gear games. not sure if animating and programming this will be worth your time though :\