You're refering to dynamic difficulty. The better you are the more difficult it gets and if you take damage it goes easier on you. Resident Evil 4 / Biohazard 4 has this; Not that it tells you anyway.I kind of like games where the A.I. gets a little bit "dumber"/weaker when you run low in HP or in desperately bad situations. I like that feeling of "Phewwww, I barely survived that one" when you manage to get out of a hard part with just a little bit of health left.
There's other ways to help get that vibe too, but that's definately one of them.
A bunch of FPS have their bots blindly aiming like the bad guys in Rambo when they're in your back, or when there's just too much of them. Helps me feel invincible!!
Yep. It really does enhance user experience, IMO.You're refering to dynamic difficulty. The better you are the more difficult it gets and if you take damage it goes easier on you. Resident Evil 4 / Biohazard 4 has this; Not that it tells you anyway.
I'm still working out the A.I. So far I'm trying to "spam" weaker enemies to get a sense of insanity the player will face. Still trying to decide enemy types. I'll take enemies "pausing" at random intervals into consideration.
Thanks. Interesting read so far and bookmarked. May as well add one more to the pile: In Uncharted - Uncharted 2 I think - enemies at the start of ecounters have a 0% chance of hitting the player. That way the player can get a few shots in.Yep. It really does enhance user experience, IMO.
This is a cool read to get some hacky ideas as well
https://www.google.com/amp/s/www.po...017/9/2/16247112/video-game-developer-secrets
Then I have good Ai since my enemies can run, walk, reload, shoot, throw greandes, and duck and shoot. Thats just the first enemy. Lol.IMO, if the enemies move towards you or shoot in your direction after being alerted, its good enough AI.
Interesting. Thats usally reserved for more insane games. Reminds me of that NES game with that floating head in the backdrop of a city. It was side scroller and it was made to be terrible. Can't remember the name.I like a variety of enemies with significantly differentiated movement patterns or behaviors, because their presence then combines in interesting ways. If guy1 chases you, guy2 walks back and forth and shoots when he sees you, guy3 hops around erratically, guy4 swoops in and drops bombs on you, and guy5 (a decapitated medusa, perhaps) flies across the view in a sinewave, combining any 2 or 3 of them is going to result in a relatively unique situation for the player to deal with in terms of movement, timing, and strategy. Or all 5 of them when it's time to ramp up the difficulty and make the player cry.
Was it this GDC talk?Yeah, I mean it doesn't have to be fiendishly difficult.
That's just my personal philosophy as a designer: Crush and tear. Rend and maim. Lay waste to the player. Gorge upon the viscera of the fallen as my laughter echoes through a blood-drenched universe.
But even without that, the principle of differentiated enemies to create dynamic and memorable gameplay situations still seems solid. I saw a GDC talk that touched on this, and I think the speaker called it "orthogonal unit differentiation".
Took alot of notes from that talk. Mainly boils down enemies strength, weakness, and priority to attack in a level. Using the orignal Doom is a good example of such placement.Yeah, I think it was that one!