Planning on doing creature behaviors via a System in my entity-component system that manages various possibly-conflicting emotional states. For example:
Fear of X: The creature will avoid being near X. Fear should be influenced by a creature's HP, as well as seeing the damage output of X. If the player is dealing a large amount of damage, a creature should become afraid even if it's not being directly attacked. Fear should decrease over time to its default value.
Hatred of X: The creature will attack X. All enemy creatures should start with this. Dealing damage to a creature should increase its hatred - this allows for non-hostile creatures to become hostile if attacked. Hatred should decrease over time to its default value.
Fear and Hatred will combine differently depending on the combat capabilities of the creature. A creature with only melee attacks will not engage in combat if its Fear is too great, while a ranged creature may be able to stay far enough away to satisfy its Fear but still able to attack.
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