D2X-XL Worklog
Notes on features and problems from the development of D2X-XL, newest first.
Robot AI |
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The original robot AI had a few flaws built into its design. Robots always knew where you were. They shared a single "last position fired at", so robots would shoot at a spot none of them had seen. A cloaked player's position was given away to all robots at once. And the alert level of a mine could only rise; once the robots were alarmed, they stayed alarmed until the end of the level. Robots now have to see or hear you, and each robot goes by where it last saw or heard you, not by where you really are. They hear shots being fired, shots hitting something and ships bumping into things, unless doors or walls are in the way, and they notice shots flying past them. Flying around with your headlight on gives you away at once. Robots talk to each other, too: a robot fighting you reports it, and after a short delay some of the others set out to join it. When nothing happens for a while, the alarm calms down again. They also behave better in a fight. They no longer clump together and steer around each other, they dodge shots, badly damaged ones may take cover, and a robot that has no way to get away makes a stand. How well robots hear, how fast they react and how many of them answer a call all depend on the difficulty level, and there is a new one on top: Insane++. |


