TheBoxCat / Godot-Space

Gaming
1 stars 1 forks source link

AI's Schematic View #3

Open Uncle-Sagbag opened 2 years ago

Uncle-Sagbag commented 2 years ago

Overview

Design a schematic view of the game world. This would be seen exclusively by the AI player. The schematic view would be simplified and show essential information, such as lines for walls, and colored areas for floors. It would also show a circle to indicate the survivor player.

Use Case

When the AI player joins a game session, their only view will be on this schematic view. They will see a simplified "map" of the game world surrounding the survivor. They would work with the survivor to expand their map and lead them through the world.

TheBoxCat commented 2 years ago

Suggestions to additions to AI's schematic view is 3 visualization HUD's available for the AI.

Sound Sensor: This sensor has a visualization of the relative direction and level of noise. The sound sensor will have a decent range of the player's current room and the neighboring corridors and rooms. The visualization for direction will be limited though to only East, West, North, South blips to balance out the distance at which it can detect sound. This sensor is always active for the AI.

Visual Sensor: This sensor will have work similar to a sonar in visual affects. Due to the lighting in plenty of rooms being dark or not well lit, the AI has the ability to do a sonar ping to visualize medium to large objects in the room (this includes the alien). This sensor is not always active and requires the AI to press a button to do a sonar ping. This sonar ping can be heard by the alien from a good distance, but depending on the alien's exact position at the time may not alert it directly to the player. The sonar ping is short distance and in general only works for in the current players room. This allows for a risk in doing the sonar ping in order to quickly get the layout of a room or in order to know just in time how close the alien may be in the room with the player and give the player the enough time to get away. While, also allowing the horror aspect of the player knowing the alien is suddenly next to the player.