AI

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Common Monster Behavior

Common monsters have three states, patrol, sleep, combat. Patrolling monsters can move around rooms in defined ways, wander, or stand in one place. While patrolling, monsters have a defined vision circle much like that of the player's character. While asleep, monsters do not move and do not have a vision circle. All common monsters stay 'asleep' until the player enters their room, and go back to sleep after losing sight and letting the player get two rooms away. Some monsters 'wake up' when the player enters their room and act as though they had always been patrolling, while some stay asleep until the player interacts with them, most likely giving the player a free hit. Monsters that are moving around, either on patrol or in combat can traverse the floor much a like the player's character can, and are not constrained to staying within their origin rooms.
When a common monsters see's the player character, it enters the combat state. Combat behavior varies between melee and ranged monsters.

  • Melee: These monsters take the shortest path the player character and attack when adjacent to him. If the player attempts to flee, these monsters chase until the player's character either leaves their vision range or dies.
  • Ranged: These monsters have can attack the player from a distance and will attempt to get within that range when the position of the player's character is known. They find the nearest point that puts the player in unobstructed range, take the shortest path there, and attempt to attack the player once there. If the player attempts to flee, these monsters will chase until the player's character either leaves their vision range or dies.

Boss Monster Behavior

While out of combat boss monsters can be defined to behave like common monsters, including to sleep until attacked by the player. Once they enter combat, boss monsters exhibit unique patterns. Once a boss monster is aware of the player's character, it continues its pattern until the character dies. Boss Monsters require special consideration and their design would be fleshed out if this game went into full development.

NPC Behavior

Most NPCs do not exhibit any behavior outside of conversation with the player.

  • Thief: After stealing from the player, the thief finds the shortest path to the nearest exit that cannot be blocked by the player and does not require passing by the player's character. In later appearances the thief attempts to do the same thing again, but if he cannot find a perfect exit, he will attempt to minimize the time spent near the player's character and go for the closest exit.