Customizing AI or puppet mastery?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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vidarfreyr
Posts: 71
Joined: Sat Oct 20, 2012 4:40 am

Customizing AI or puppet mastery?

Post by vidarfreyr »

Is it possible to customize your own AI script for monsters?
  • Dumbing them up/down.
    Making them run and hide when they get hurt bad.
    Make monsters that walk and talk random phrases to other monsters or themselves while 'on duty'.
    Open/close doors (tho I had some success with that using pressure plates, that way is not sufficient since monsters will often open doors and then walk away from the player.)
Also, is it possible to control monster behavior/actions via a script (puppet mastery)? This could be useful for many cases, for example:
  • You could program your monsters to act out a game of chess.
    Make monsters run towards a target or away from target when some event triggers it. (turn undead?)
    Program guarding routes.
    Make them run and activate a trap when they see the player.
Ancylus
Posts: 50
Joined: Thu Oct 11, 2012 5:54 pm

Re: Customizing AI or puppet mastery?

Post by Ancylus »

I have actually been working on something along these lines. Currently it only amounts to puppet mastery (commanding monsters to move away from the party, follow a specific patrol route, etc.), but more comprehensive behavioral scripting might also be possible if I get the basics working well enough. The whole framework is still rather limited and there are several issues to solve, but I'll try to make some kind of preliminary version available in the near future.
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vidarfreyr
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Re: Customizing AI or puppet mastery?

Post by vidarfreyr »

I would be very interested to see what where you are at with that.
Ancylus
Posts: 50
Joined: Thu Oct 11, 2012 5:54 pm

Re: Customizing AI or puppet mastery?

Post by Ancylus »

I've now posted the first version of my AI Framework here.
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