DRL > Requests For Features

Lost Soul AI change

<< < (3/4) > >>

Klear:
Sounds great. I imagine that using a pseudo missile would possibly have the advantage of easily preventing the souls from charging all the time - first it would have to "reload".

In any case, I was hoping that something like this is in the works. Dodging souls sounds like something that should be possible.

skarczew:

--- Quote from: Game Hunter on March 20, 2012, 08:45 ---Prior to resistances, Gun Kata was an excellent way to deal with the City of Skulls.

shark's been messing around with a Lost Soul AI that charges you physically, taking into account dodge bonuses: it works pretty darn well. I myself am considering the possibility of using pseudo-missiles to simplify the damage calculation, then moving the Lost Soul after it occurs. Of course, the differences are pretty obvious:

* Moving the being physically effectively turns the attack state of the Lost Soul into a sub-turn missile that can be killed/dodged before getting hit. It roughly maintains how the Lost Soul already works, but it could be an intuitive leap to figure out how to fight them.
* Converting the Lost Soul into a missile makes it act like other projectiles in the game. This simplifies the balancing and coding in many ways but significantly affects how they're handled in-game (i.e., lost soul closes the gap instantly).Either way I think I'm going to change up the Lost Soul AI somehow.

--- End quote ---
The way I see it ...

1. Pain Elemental could shot (and spawn) them like normal projectiles.
2. After that each LS could either:
- move (slow/very slow - like in original Doom 2);
- charge;

The charge attack could have two phases (similar to Arch-Vile's attack):
- turn in which LS would prepare for an attack; in that turn LS would "remember" a tile occupied by a player; lets call it "preparation phase" :P ;
- chaaaaaaaaaaaaaarge phase; LS moves like a projectile to the tile remembered during the "preparation phase"; if a player moved away, then LS would continue the flight to the first obstacle encountered;

Upon impact, some damage would be delivered (lets say, LS's melee damage).

Klear:

--- Quote from: skarczew on March 20, 2012, 13:17 ---The charge attack could have two phases (similar to Arch-Vile's attack):
- turn in which LS would prepare for an attack; in that turn LS would "remember" a tile occupied by a player; lets call it "preparation phase" :P ;
- chaaaaaaaaaaaaaarge phase; LS moves like a projectile to the tile remembered during the "preparation phase"; if a player moved away, then LS would continue the flight to the first obstacle encountered;

--- End quote ---

That would be a little inconsistent with how dodging is handled in doomrl. After all, dodging souls is pretty much like dodging slow projectiles.

Uitë:
Well, it works the same as dodging an arch-vile's attack. And honestly, changing slow projectiles to a similar mechanic doesn't seem very bad. If you have a rocket that moves 1 tile every 0.1 seconds, that would be a lot more doomish than what we have now...

shark20061:

--- Quote from: skarczew on March 20, 2012, 13:17 ---The way I see it ...

1. Pain Elemental could shot (and spawn) them like normal projectiles.
2. After that each LS could either:
- move (slow/very slow - like in original Doom 2);
- charge;

The charge attack could have two phases (similar to Arch-Vile's attack):
- turn in which LS would prepare for an attack; in that turn LS would "remember" a tile occupied by a player; lets call it "preparation phase" :P ;
- chaaaaaaaaaaaaaarge phase; LS moves like a projectile to the tile remembered during the "preparation phase"; if a player moved away, then LS would continue the flight to the first obstacle encountered;

Upon impact, some damage would be delivered (lets say, LS's melee damage).

--- End quote ---

That's not too far off from the idea I put together, and I plan on playing with the Pain Elemental AI to do the spitting thing too.

As of right now, the lost soul AI module I've put together is set up like this:

The lost soul starts in a "wandering" state.  It moves at 100% speed. (The lost soul is set to 150% prior to that, so it still gets to act sooner than normal when entering a level).

If it sees the player, it has a 40% chance (been playing with the numbers a little) to start a charge.  This state has a few stages, but basically, it sets up the charge timer and the destination (which is actually a tile off the map on the same line as the player).  The speed value goes up to 220% at this point.

If the player stands still, it will eventually hit and do melee attacks.  If you move, you have a chance (currently 10 + [4 * distance away] + dodge bonuses %) for the lost soul to continue flying in the previously determined direction.  At this point, it's vulnerable to attacks.  If the dodge fails, a new target line is setup at the player's destination (note that you only get a dodge chance once each move per lost soul).

The lost soul continues charging until it hits something, or until it travels 15 spaces.  After that, it goes back to wandering and speed drops back to 100%.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version