(10-07-2014, 11:24 PM)Rapture Wrote: Seems more like the Alien is just a glorified library of Reactions.
For example, a square box room filled with 3 containers that you can hide in. (An enemy will come in and search for you)
(1) A basic scripted enemy AI would always come in through one door.
(2) The next step would be for the enemy to come in any of the 4 doors.
(3) Another step would be if it started his search starting clockwise around the room or counter-clockwise.
(4) Other additionals can be timer scripts that if he is within a certain range of the player, he will play sounds or animations made to freak the player out.
(5) Any other fun things can be timer scripts based on how long you are hiding in one particular spot which will make the enemy find you regardless. (Which I'm guessing Alien Isolation uses)
(5a) You can have timer scripts that roll a dice in code that makes it check out a container at Random. (Which I'm guessing Alien Isolation also uses)
(5b) I've read in reviews/stories, if you were to distract the Alien with sounds or tools it wouldn't react to them the same way next time. You can have separate scripts based on how many times you have used "said item" to distract which display different effects, which gives it the illusion of Intelligence.
Then if the Player tries to abuse this, you will call a script after a maximum number of uses that forces the Alien to immediately kill the Player.
(5c) If you are to far away from said Enemy, the game will get your Player's Position, and make the Enemy search at your last known location. (People seem to complain the creature has an unnatural attraction to you)
I'm confused. Are trying to disparage the A.I system in Alien Isolation? What is your point here besides a hollow procedural attempt at a dynamic system? First of all, if your plan for an A.I system is to create binary procedural scripts and timers and triggers, laced with all kinds of dirty globals, then you're already off to a bad start.
Since you already beat the drum, I guess I'll have a go at sounding like a pretentious tosser. As with most A.I systems today, Alien Isolation most likely has an event based architecture, similar to event sourcing in CQRS with a pub sub layer over a public message bus, possibly also employing fuzzy logic. Player interactions produce events that are picked up by publisher module, and registered domain elements, like the Alien A.I, subscribe to those events. You get a cleaner architecture that doesn't rely on procedural gunk, but more importantly, you can easily slap on a suite of unit and integration tests on those domain subscribers and the publisher.
Quote:Can you link the specific Blog you mentioned with a snippet of it?
You might be confusing what he means by "Thomas didn't believe that an A.I like that was possible and he thought it would create too many problems with inconsistency"...
In Alien Isolation and 99.9% of other games, the game is mostly if not exclusively run on a 2-D plane, as in your not giving full access to the Z (up&down) axis.
It's a lot easier dealing with AI that moves in this situation from a Programmer's perspective.
But it's also a hell of a lot easier from a Animator's perspective. It would be a nightmare creating a unique animation for every possible twist, turn, wall, ceiling movement possible out their.
If Thomas said that, it would be better if he said it isn't "Practical", you can make the most complex creature AI in the world, but you can't spend 10 years perfecting it.
So now that you've annoyingly dismissed my post under the assumption that I'm an idiot - that isn't capable of properly recalling past conversations - I'm now supposed to run off and collect your homework for you? How about you lay off the scott mate, it damages many aspects of your brain. Like being polite, and engaging conversation in sincere humility. Not shoving yourself in and declaring "I used game editors before! I am an expert on these matters and dismiss everything!".