Just some images taken from the AI prototype. They're patrolling the area communicating positions they've checked and are deemed "clear" the longer the scouts neglect an area or waypoint the higher its priority. You can see the priority by the number above each waypoint.
This kind of patrolling will most likely be used when a player has been sighted earlier that level, and they are on the hunt to get him. Normal patrol paths are more predictable for the player so he is able to avoid them.
I like this idea alot we should really work this out so that it will become a main machanic
BeantwoordenVerwijderenLooking good tom, where's the vid XD? :P
BeantwoordenVerwijderenSoon(TM)...
BeantwoordenVerwijderenBeen working on both the prototype and tool improvements that are to be used later in development mostly. Not a clear ETA on vid, will try to do it asap ;)