#Angered status rework

1 messages · Page 1 of 1 (latest)

placid edge
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Currently HN2’s anger status is pretty bare, its current features only include character speed and apply angered animations, however it has potential to change how the player thinks before sneaking into a location

To start, AI’s anger state should work on an annoyance value, the value should get clamped at a value of 1, overtime the annoyance value slowly goes down,

The higher the value is the more it should blend the anger animations over the default animations, aswell as changing the speed of the character, and how likely they are too perform the actions ive listed later down

The player acting on specific actions can increase the value

  • Holding a door shut on an AI = 0.2

  • Throwing items at AI = 0.4

  • Each second AI is in chase = 0.025

  • Each second AI is in hunt = 0.01

  • Etc

Continuing on, AI’s when they are in the angered state should be more likely too

  • Search hiding spots,

  • Debatable if this would work in gameplay, but a less field of vision (this is based on how real life emotions like this can make it harder to register your surroundings)

Angered AI’s should also always

  • Slam open doors

  • Do less tasks and rather pace around their locations

Certain AI’s might have tasks that can chill them out, doing these tasks lowers their annoyance value a lot faster (Mayor playing the piano, Otto taxiderming animals, Gerda playing with imbir, etc)

In chase, if the AI’s are ever developed to have a cutting off system, they should completely ignore cutting off the players path and instead bee line for the player, AI’s should also throw the item theyre currently holding at the player, and finally (not really as necessary, more for cosmetic) when they catch the player they have a different catch animation

strong harbor
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Agreed

idle marsh
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Yes