TinyKeep is an upcoming action RPG with a heavy focus on smart monster AI. You play as a hopeless prisoner held deep in a forgotten dungeon who one day wakes up to find themselves mysteriously released. Your saviour is nowhere to be seen, but the cell door is broken and ajar, tempting you with the sweet scent of freedom. With nothing but a flickering lantern and a strange letter left behind by your in-mate, you must venture into the darkness and make your escape!
Learn how TinyKeep's AI handles monster retreat and defensive behaviours! Also a brief mention on the minor improvements over Part 1 - thanks to community feedback.
Posted by phi6 on May 19th, 2013
Before I crack on to Part 2 (Retreat and defense) I would like to quickly cover the minor improvements we made since Part 1 of this AI series. Thanks to community feedback we've added a few more features, removed others and hopefully will have created more realistic behaviour.
In short, the changes are:
1. If the Skeleton loses sight (raycasting towards hero) and smell (raycasting towards dropped breadcrumbs), he will still continue to head towards the location where the hero was last detected and investigate further.
2. If the Skeleton still cannot find the hero, it will make a best guess where it thinks he has gone and will set a patrol route to the nearest waypoint. Given these changes, we've removed the alert level as we've found this feature has become redundant and offers no extra intelligence. The "smell trails" have been reduced to balance the extra added behaviour - this also seems to help limit cheating in the AI.
Ok, let's bring on the fun stuff!
Fire Imps (and other monsters marked with the "Shy" personality flag) will run away from the player if he gets too close. Put him in this level of distress for too long, and he'll breathe fire on you.
The interactive demo is here on the TinyKeep website along with all of the previous demos:
As with all of these AI behaviours, what you see on the video and demo are the default settings for each of the personality flags (Aggressive, Cautious, Shy, Lumbering etc...). However we've designed our AI editor to be a lot more flexible than that - so our game designer Ben can choose from a multitude of variables to customize his monsters:
We know that this will give us the ability to create really unique and varied monsters, and part of the fun of the game is figuring out the behaviours of each one.
Hope you enjoyed the post, and let us know if you have any questions about the AI!