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877582 Posts in 32868 Topics- by 24310 Members - Latest Member: Muzuh

May 19, 2013, 10:44:34 PM
TIGSource ForumsDeveloperCreativeDesignEnemy Movement Types
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Author Topic: Enemy Movement Types  (Read 744 times)
JasonPickering
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« on: February 26, 2012, 06:35:01 PM »


hey guys. I am working on the above game and I am trying to think of new enemy Movement types. Basically most enemies will move in special ways. so for example the Eye will only move towards the player if they are in line with it all other times it is stationary. couple ideas I had were:

1. Normal Pathfinding towards player
2. when facing a wall turns 90 degrees and continues walking.
3. patrol moving vertical or horizontal
4. pathfinds toward player but moves every other turn

any other good ideas. basically I want simple movement so the player can look at a monster and know where its going to be in 3 turns and act accordingly.

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iffi
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« Reply #1 on: February 26, 2012, 06:37:28 PM »

Follows a wall either on the right or on the left.
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Hangedman
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« Reply #2 on: February 26, 2012, 06:51:50 PM »

Random movement (for enemies without eyes)
Nervous (approaches player if player is next to other enemies but runs if player is alone, good for small enemies, goblins etc)
Noble (opposite of above, good for soldiers/swordsmen/etc)
Single-minded (Makes straight for player, but does not pathfind and just runs into walls repeatedly, good for ethereal or mechanical enemies)
Imprint (follows closest moving enemy, good for tiny enemies)
Gang (moves towards larger groups of enemies, good for small enemies and squad enemies)
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baconman
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« Reply #3 on: February 27, 2012, 05:42:11 AM »

Bait: Moves *away* from the player, offering rewards upon catching them; tends to move towards/around other enemy AIs.
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rek
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« Reply #4 on: February 27, 2012, 07:11:55 AM »

• Patrol loop – walks the same 2x2, 2x3, 3x2, etc chunk of ground
• Guard – stays in place and waits for the player to approach
• Guard 2 – stays in place waiting for the player to approach, but (surprise!) will move toward the player if he's within a certain distance
• Dodge – monster tries to stay in a square diagonal to the player (assumes the player can't move or attack diagonally, which I know you're debating)
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My Escape
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« Reply #5 on: February 28, 2012, 02:00:14 PM »

I’m unsure of the overall game mechanics but you could use a range closer?

An example of how this could work would be the mob picks a tile on the ground, it visibly highlights.  The mob vertically moves off screen (reduces animation work if your keeping things simple) and drops back onto the previously highlighted tile.

Alternatively, the mobs after setting a target tile could dig/lift or flip the tile they are standing on to vertically move down (fading from the screen) before reappearing on the previously highlighted tile.

This is a simple warp but if range is an important element within the game having the enemies get close could create another moment of excitement?
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Azure Lazuline
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« Reply #6 on: February 28, 2012, 08:07:13 PM »

How about an enemy that can only move 2 tiles at a time? It would move towards the player or in a set pattern, but teleport ahead 2 tiles per movement instead of just walking 1. Another variation on that would be diagonal movement, since that accomplishes pretty much the same thing. You could also have chess-knight movement for one enemy.
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JasonPickering
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« Reply #7 on: February 29, 2012, 05:26:04 PM »

thanks guys. these are all pretty great and I will probably be using a lot of these. if you want an idea of what the game is you can try it here
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Blodyavenger
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« Reply #8 on: March 01, 2012, 04:05:22 AM »

I've implemented enemy that is afraid of you and it turns away if you're on it's way.
You should try this 'cause you can get quite some tricks with it.

I got quite some nice puzzles out of it Smiley

You could as well make something like horizontal / vertical player follow movement.
It follows only player's Y coordinate or only X.
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RamSteelwood
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« Reply #9 on: March 07, 2012, 05:44:08 AM »

'charging bull':  it sees player, and runs at them in a straight line until they hit the player or a wall and get stunned for a little bit.
'relentless':  once it spots a player will follow their exact path forever until dealt with
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