As I play the game, I get this idea that a lot of AI problems are probably due to asymmetrical vision. Not all of them. It’s not that easy to make great AI. But there’s something inherently derpy about an enemy when you can see them and they can’t see you.
There’s a 90’s movie where fat guy Chris Farley plays a ninja. There’s a bunch of shtick where he tries to hide like a ninja but fails because he’s huge. The humor (where applicable) comes from the idea that this 300 pound man is standing behind a floor lamp and thinks he’s hidden, when in reality he’s basically standing in the open. He’s so dumb! He thinks we can’t see him!
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I’m noticing a lot of this in my game. Foes are parked behind a wall, waiting to ambush me. But instead of “Ooh, ambush!” I think, “Oh, idiot ninja that thinks I can’t see him.” These are some really dumb AI, but the thing that makes them look dumb isn’t their AI, it’s the fact that I can see them hiding.
So let’s experiment with the idea of restricting what the player can see to the things their character could see.
Continue reading 〉〉 “Project Good Robot 7: Lines of Sight”
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