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Monday, December 20, 2004

Dev Night Diary: Fight or Flight

I swear, I won't just be posting DND's. But the holidays make it slow to do news crawls. Anywho, my latest problem with UDS involves the fact that the Enemy AI seems to have only two modes: fight or flight. This basically turns the rounds into one of two things: either a bum rush or chasing down an annoyingly elusive enemy. The goal is to make it somewhere in between. The cause is that in normal deathmatch, enemies charge you if they're feeling brave, and then run for health and equipment if they've been hurt. UDS removes the equipment, so the bots never have a reason to turn back around and fight. So they just keep retreating. This is especially annoying because the current control setup forces you set a destination for your squadmates, slowing you down.

So the hopeful goal is to a) get the enemy to use cover and stop bum rushing, b) force them to resuse cover instead of infinitely looking for powerups and c) append squad commands so that they will simply follow ahead or behind you.

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