Actually, read the Wikipedia page about the flocking algorithm:
http://en.wikipedia.org/wiki/Flocking_(behavior)After read it, I started to wonder if these kind of behaviour or algorithm could be made to other things than just "flocking".
Here are my reflexions:
In the wikipedia page, It say the flocking behaviour is made of three simple rules:
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Separation: Avoiding crowding neighbors (being aware of the surrounding), mainly made by repulsion.
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Alignment: Steer towards average heading of neighbors.
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Cohesion: Steer towards average position of neighbors (long range attraction).
Somehow I feel we can "emulate" this three rules so other kind of behaviours appear.
But we need more clarification on each term, so I'd checked in the dictionary.
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Separation: *
Coming appartIt could mean the enemies make the decition to take you where they want, meaning they're aware of the level design, maybe they carry you to a trap, maybe to protect also their weaker pals.
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Distance two things that were togetherAgain, this mean the enemies are aware of the level design (wall, hidden traps, other enemies), so they separate you from stuff you wish (like coins, treasure, exit walls, ammo).
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Space or distance between two things.This time, they’re aware from the spacing in some of your attacks, they take cover when you shoot at them, they doesn’t enter mindlessly your range attacks. They are also aware of your position and their pals, flocking and surround you to attack at your back.
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Alignment: *
Placement of several people in a straight line.The enemies seem to prefer to be in group more than to be alone, that means, they like to be in groups or re-grouping in the middle of the battle.
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Linking a person to an ideological bias, political or otherwise.So, enemies are “aware” of diferences between them and the others monsters, attacking others monster when and because they feel threaten.
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Cohesion: *
Intimate or close union between the elements of something.Enemies seem to like to protect each other, helping each other in magic or physical terms.
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That's what I think how we can "translate" the flocking rules to other more "oriented" to games.
Also, I was talking about enemies but we can use this to NPCs.
I would like to ask the help of some TIGsource fellows to see If we can make something in Game maker to show if it's posible.
Something like a battle between two armies of 5 enemies each one.