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Level Up.pdf

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294 LEVEL 11 They All Want You Dead<br />

Most AI characters use a waypoint navigation<br />

system to move around. A grid or path is laid<br />

out by the designer that determines where the<br />

AI moves. As the AI moves, the programmer<br />

can determine what movement and animations<br />

are played to create specific AI behavior. Areas<br />

can be designated as “ go ” or “ no - go ” areas<br />

based on world geometry or to achieve a<br />

specific AI behavior.<br />

All this means is that your bad guys either<br />

travel along a preplanned network of paths or<br />

wander around within the confines of an<br />

invisible box (or sphere).<br />

This allows the designer to choreograph a world event with an enemy — like<br />

crashing through a wall or reaching a specific spot at a particular time.<br />

However, placing waypoints can be time-consuming and they don’t always<br />

meet all of the AI needs.<br />

Because most waypoint- guided enemies are programmed to determine the<br />

shortest and quickest path to the player, be careful of enemies clipping<br />

corners and objects. You can fix this by tweaking your waypoint paths. Pull<br />

the waypoints in a bit at corners or near objects to compensate for this<br />

movement.<br />

Bring on the Bad Guys<br />

You are walking through a graveyard winding your way through the<br />

tombstones when you see a skeleton blocking your path, ready to fight.<br />

Wait a second. Rewind. There ’ s a much more dramatic way to introduce this<br />

bad guy into your world.

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