A superhero action game with free-flow combat and stealth.
Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game Design
Gcreator of Game Maker's Toolkit testWhat Pac-Man Brought to Game Design | Design IconsFrom Batman: Arkham Asylum guard AI note
Arkham Asylum guards switch between a few readable behaviour states. Guards are idle, suspicious, engaging or hunting, which works like Pac-Man's ghosts switching between chase, scatter and frightened modes. Each state puts the player in a different situation to react to.
The Pac-Man comparison is framed as a finite state machine: "We'd now call this a finite state machine". The lesson drawn is to build enemy AI as a few distinct states the player can read.
Assisted combat and forgiving stealth made players feel like Batman. Combat pulls Batman toward enemies and performs finishers automatically, and stealth guards never look up. Reviews kept saying it makes you feel like Batman.
The design bends the rules in the player's favor so the fantasy of the character comes through.
Combat pulls Batman toward enemies and performs finishers automatically, and stealth guards never look up. Reviews kept saying it makes you feel like Batman.
Assisted combat and forgiving stealth made players feel like Batman. Combat pulls Batman toward enemies and performs finishers automatically, and stealth guards never look up. Reviews kept saying it makes you feel like Batman.
The design bends the rules in the player's favor so the fantasy of the character comes through.
Its guards work like Pac-Man's ghosts as a finite state machine, switching between idle, suspicious, engaging and hunting.
Arkham Asylum guards switch between a few readable behaviour states. Guards are idle, suspicious, engaging or hunting, which works like Pac-Man's ghosts switching between chase, scatter and frightened modes. Each state puts the player in a different situation to react to.
The Pac-Man comparison is framed as a finite state machine: "We'd now call this a finite state machine". The lesson drawn is to build enemy AI as a few distinct states the player can read.
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