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- > :-) Yes, this could be good... one point - if a monster had a very 'high'
- > intelligence factor, it might see lots of trails from where you were ages
- > ago - for it to be fairly intelegent it would also need to know which of
- > the trails is the most recent.
-
- Maybe when the monster starts to 'look' for trails, the looking
- is started from the newest one (the place palyer is ATM) ato oldest
- and continued until one is in sight.
-
- Hmm... Or were the footprints associated with sectors? Then the
- footprints should have a time with them (eg. clock 'ticks' when
- player left the 'foot mark').
-
- Btw. it would be nice if there were monsters which could notice
- the marks only a short distance away instead of what is seen.
- Like they were working on smell, not sight. Some mosters would
- only notice noice marks.
-
-
- > > And, can't the monster find you by the noise you make ( in the Mexican
- > > Food Inferno level...) ?
- > >
- > > I though about it, and i think we can do it by generating footprints all
- > > around the player (in every direction, in places that are step-able)
- > > whenever he uses a noisy weapon. But, then we need
- > > another structure for noise generated footprints (as when in chase mode we
- > > need an ordered list of footprints), so the foot-made footprints are
- > > checked first, and then the noise-prints second.
-
- No, they should be checked in time order.
-
- Hmm... It would not do to scatter noise marks around. Better to
- check all the mosters in the neighbourhood and give them a new
- directions. Monsters should have a general direction in which
- they move to and to which is added some amount of zigzagging
- and going around walls (this will need some logic too, how monster
- goes round walls when it has heard something on the other side...).
-
-
- - Eero
-
-