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-
- Alien Ettiquette
- or
- How the aliens should behave.
-
- 1. Solitary Prowling.
-
- Required action:
- Simulate a sort of random roaming of the rooms and corridors looking
- for intruders, with no active cooperation between aliens.
-
- Possible solutions:
- a) Picking a control point at random and going all the way there,
- then picking a new point and going to there, and so on.
-
- b) Keeping a one-position memory of the last c.p. visited, preventing
- the alien from back-tracking pointlessly. At each control point
- reached, a new one is selected at random from those adjoining the
- current one.
-
- c) Just pick a new point at random adjoining the current one and go
- there, not bothering about whether it has just been there or not.
-
- Characteristics of solutions:
- a) Aliens tend to roam very widely quite quickly, and might easily
- find the players within seconds of starting a level even when
- initially positioned a long way away.
-
- b) Aliens will tend to spread out more slowly, provided there are
- many 'loops' and junctions in the area. With lots of long corridors
- with few junctions, the aliens will become more seperated much more
- quickly.
-
- c) Aliens will wander backwards and forwards and never really get
- anywhere no matter what the design of level is like.
-
- 2. Solitary Attack.
-
- Required action:
- An alien has seen an enemy and has decided to attack.
-
- Possible solutions:
- a) While the enemy is visible the alien heads towards it, returning
- to its earlier mode of behaviour when no enemy is visible, with
- some flags set to indicate the enemy has been sighted.
- If another closer target presents itself, the alien will attack it
- instead.
-
- b) While the enemy is visible the alien heads towards it,
- remembering where the enemy is all the time. If the enemy should
- vanish, the alien will head to the place it last saw the enemy. If
- it reaches this place and it still cannot see the enemy it reverts
- to previous mode of behaviour, with flags set indicating the enemy
- has been sighted.
-
- Characteristics of solutions:
-
- a) Aliens are easy to 'lose' in a maze-like level with lots of
- corners.
-
- b) Aliens, particularly fast ones, are difficult to shake off. If
- they are moving faster than you are you might have a real problem
- and have to stand, or run, and fight.
-
- 3. Cooperative search.
-
- Required action:
- Aliens know the enemy is out there somewhere and want to find them.
- They work together to search everywhere pretty thoroughly.
-
- Possible Solutions:
- a) Aliens move from c.p. to c.p. using method 1b, except when faced
- with a junction rather than a corridor. In that case, aliens wait
- until there are enough of them at one junction to go down every
- exit EXCEPT those from which any of them has arrived
-
- b) Similar to above except that aliens faced with more unexplored
- exits than there are aliens to explore them will pick exits randomly
- and keep moving.
-
- Characteristics of solutions:
-
- a) Aliens are cautious about venturing alone into new areas and tend
- to wait for backup. Of course, it may happen that this never arrives
- and so after some prearranged time limit the alien my start to prowl
- independantly.
-
- b) Aliens keep moving and exploring and tend to find the enemy
- more quickly.
-
- 4. 'Wait for backup'
-
- Required action:
- A lone alien finding the enemy decides to wait until there are more
- of its fellows around before attacking. It should keep out of sight
- and possibly signal to other aliens.
-
- Possible solutions:
- a) Aliens remember the last position where they were unable to see
- any enemy and retreat to that point when the enemy is sighted. If
- seen and attacked, the alien will definately call to its fellows
- and may decide to attack or retreat.
-
- Characteristics of solutions:
- a) Aliens are cunning and reluctant to be drawn into confrontations
- where they do not have the advantage.
-
- Notable behaviour patterns obtained by combinations of the above:
- =================================================================
-
- 1b and 2b make aliens very persistant, particularly if the enemy sighted
- (ES) flags make it speed up when prowling. If no cooperation is allowed this
- should give a moderate difficulty level which could offer real problems if
- the player's tactics are poor (eg telling everyone to split up and run
- away from the aliens).
-
- 1c and 2a make aliens very stupid, frequently giving up the chase to just
- wander aimlessly around. For early levels only.
-
- 3a and 4a make aliens very cautious and reluctant to enter into
- confrontations.
-
- 3b with 2b and screams and so on makes aliens individually aggressive, and
- if not dealt with quickly will lead all the others to you
-
- 3a/b with actual communication ie telling other aliens where you are rather
- than just making a noise, means that if an alien sees you, and you dont
- leave sharpish, all the other aliens are going to turn up and slaughter you.
- Makes for a difficult level.
-
-