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Re: Thoughts on zombie AI? (Requires just 2min of thinking).

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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
18 Dec 2014 02:13 PM
Hullo. I'm brainstorming some ideas of how I want zombie AI to work for a zombie survival/defense game I'm working on with a friend, similar to Zombiecon by Dinizterz if you've ever played that, just with its own twist and more re-playability. Planning to release new content such as maps, new weapons, and convenient patches every 2 weeks, if not on a daily basis.

Anyway, my question is: Which of these 3 AI systems sound the most interesting/enjoyable? Or suggest your own system =)

Keep in mind that zombies will have a stud range (probably around 300-700 depending on the class of zombie) and the map will be a decent size. Zombies will always walk to the survivor's spawn building when they have no target.


1. Traditional, primitive (and somewhat annoying) ROBLOX zombie AI, zombie always follows after the closest target, I would add 3-4 seconds delay before the zombie realizes.

2. Zombie AI focuses on one enemy until the target is dead. Probably the most used AI system in games and a lot of people are used to this system outside of ROBLOX. Although it's good, if the player is avoiding the zombie, the zombie isn't really doing anything and will just get killed off too easily by teammates. However it definitely does pick off weaker players.

3. My current system, zombie AI focuses on the closest enemy, but doesn't change targets. If the zombie doesn't do damage to its target in 12-17 seconds (random number), it will get bored and chase the next closest target if there is one (if not, it just keeps attacking until there is one). Doing damage resets the 12-17 second timer.


Also, something that isn't relevant to the question but you can read it anyway: I will also have bosses that will be using the 2nd system. However, players can press P to provoke/prompt the boss closest to them and thus have an 80% chance of the boss focusing on them. Provoke has a 15 second cool-down shared through all players. The cool-down is only used and the ability only goes into effect if you're starting right next to a boss. Tell me how this sounds and if I should scrap this system. Not trying to rip off Runescape here, it's semi-similar to the Runescape ability Provoke but I will most likely make this system more in-depth, it's just a prototype.

Thanks for reading.




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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
18 Dec 2014 02:15 PM
wuppa wuppa dee deee

correction time


Also, something that isn't relevant to the question but you can read it anyway: I will also have bosses that will be using the 2nd system. However, players can press P to provoke/prompt the boss closest to them and thus have an 80% chance of the boss focusing on them. Provoke has a 15 second cool-down shared through all players. The cool-down is only used and the ability only goes into effect if you're STANDING right next to a boss. Tell me how this sounds and if I should scrap this system. Not trying to rip off Runescape here, it's semi-similar to the Runescape ability Provoke but I will most likely make this system more in-depth, it's just a prototype.
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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
18 Dec 2014 02:28 PM
bumpea
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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
18 Dec 2014 03:41 PM
www
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morash is not online. morash
Joined: 22 May 2010
Total Posts: 5834
18 Dec 2014 04:25 PM
Smart AI's that target the most injured player. This is what animals would do in real life since easy prey means easy food.
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SadisticNub is not online. SadisticNub
Joined: 05 Jan 2013
Total Posts: 4948
18 Dec 2014 07:02 PM
Sounds good, discussed it with my friend and we're going to do that. If there is nobody in the zombie's range that is injured it'll just go after the closest target (with a 10 second delay).

Any more suggstions?
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