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Demox is to be an action-adventure game in which the player will take on the role of a small demon, forced to destroy the human realm but after several years of fighting finally had enough of it and need to put his best efforts into finding a way back to his beloved underworld.

His demon masters does not take kindly to his actions though, and pits his former allies against him.

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Demox #6: New AI Sensors

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DYNAMIC POINT SYSTEM BEHAVIOUR

I’ve talked about the DPBS earlier already, if not you can find the post HERE, the AI in Demox will continuously evaluate their current situation and perform actions relevant to the conditions of said situation.
A new behaviour has been added to this system, to equip items found near the AI agent and to throw the equipment if it’s beneficial for the AI agent.

Clip showcasing both new AI hearing sensor, aswell as AI item useage behaviour

A quite simple behaviour but it opens up for more combat challenges, since AI who can collect weapons will increase their damage output. Also, if the AI can throw the weapon they can do so if the player tries to run away from them- giving them a ranged attack opportunity.

SITUATIONAL AWARENESS

Furthermore, I wanted my AI to be a bit more aware of their surroundings, earlier the player could run and jump around right behind the AI and they wouldn’t notice a thing- two new sensors have been implemented, namely, ”Smell Sensor” and ”Sound Sensor”. Two components that simulate exactly what they sound like.

SMELL SENSOR

The Smell sensor is not used by all AI, at first I implemented it only for the Maradeur monster since it has no eyes. Another primary way of detecting hostiles was required so the smell sensor felt appropriate. Recently I’ve also used it for other creatures to some extent.

The way it works is that characters in the game feed the game master logic with some information at regular intervals. First, their own smell– some AI can determine what creature they’re facing by their smell. Second, a value to determine how far the character’s smell can be detected is sent. Information about the current area the character is in is sent aswell and the world position of the character when the smell data was registered.

Area and Character smell volumes

The Maradeur

The idea is that some areas with strong smells should cloak a character’s smell- not completely but for a pre-defined percent of the character’s scent range.

An example is in an area with very strong smells, a character who has a scent range of 8 meters would receive a 75% smell-cloak benefit, resulting in a reduced scent range of 2 meters, therefore making it alot harder for other AI to detect by smell. This can be seen in action in the attached Twitter-post, the red circles represent the player character’s scent range. When entering different area volumes ( colored boxes ) the size of those red circles are reduced.

As can be seen in the video the trail of smell information left behind the player shrink over time.

So in order for the AI smell sensor to make use of this information it must first be collected from the Game Master, all registered smell information is filtered to find only information relevant to the AI, ie. smell data with a location reference within x meters of the AI’s world position.

The ”x meters” is the smell sensors detection range, while the detection range is not printed in the video shown here it can still be noticed since the AI does not have to be inside the red circles to start investigating a smell. This is because only the sensors detection range volume have to intersect with the smell information’s volume, not the character itself.

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SOUND SENSOR

The sound sensor was implemented since I found it weird that as the player you could jump and run around right behind an enemy and they’ld be completely clueless about what was going on behind their back. All AI characters in the game now use sound sensors, essentially it work the same way as my smell sensor– characters and actions happening in the game feed the game master with data containers holding information about the sound: noise radius (volume), origin (friendly, wildlife, hostile, combat, environment, unknown) and world position.

The AI regularly check the noises registered within the range that they can hear and depending on how the AI character is set up it will interact with the noise.

Combat sounds will make all combatant characters investigate, while non-combatants will get scared, try to hide, or run away from the sound. Hostile sounds ( primarily monster voices & footsteps ) will agitate friendly AI, and scare most wildlife AI, vice verca for friendly sounds, wildlife sounds ( animal voices & footsteps ) is ignored by friendly AI and agitates some of the hostile AI characters. Environment and unknown-flagged sounds depend alot on what type of sound is registered, but these two sound types are either ignored or investigated.


The video to the left display a Maradeur trying to investigate the sound sources created by the player character.

That's about all regarding the new sensors, but as a bonus I'm throwing in a sketch. I've been scribbling some on the story and world background during the summer, including various human and monster races, more on that in a post coming in the future though!

c zulmundMonk

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Comments
AlienFren
AlienFren

I saw one of your devlogs and loved the visuals! Can't wait to see more!

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Kakburk Creator
Kakburk

Thanks! And thank you for the follow! :)

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booman
booman

A new game??? Awesome! I was hoping you would create something fresh and new.
Keep up the hard work... following now!
Are you planning to release a Linux version just like Loot Burn Kill Repeat?

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Kakburk Creator
Kakburk

Hello again! Thanks for the follow, and it's nice to see you lurking around my pages again ;)
Considering how, more or less, effortless it was to build a Linux version I see no reason not to. ( So yes, there'll be a Linux version ^__^)

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booman
booman

I was just surprised to find your new game... I just stumbled on it. You may want to advertise it on your Loot Burn Kill Repeat page. You will gain more watchers.

I'll post it on Reddit as well.
I love your development style and sci-fi/horror based games.
Keep up the amazing work!

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Kakburk Creator
Kakburk

I know '._. Marketing my projects is sort of my achilles heel, I'm having a hard time finding time to advertise- but I try to do it as often as possible But needless to say, there's a whole lot of room for improvements xD

Thanks! And thanks for helping me out! :)

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booman
booman

No problem as always. I love RPGs and top-down action games... horror themes are always welcome as well!

Keep developing and let me know if you need a tester for your Linux ports.

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