Thanks for all the responses.
Good point. For immobile monster place-swapping is sometimes possible; lava is an interesting one.
Player noise would be generated every turn as a heat map, with the starting value dependent on stealth and possibly player action. I would start by tracking no other noises, but try to allow for that to be added later.
Monsters (probably all?) would prioritise sound over scent, because it's more immediate. A teleported player would no longer generate sound, but scent would remain, so some monsters would just stop and some would track to where the player left from. If they saw - probably would continue scent tracking anyway, but they would be fairly close so it wouldn't make a lot of difference.
This is exactly how I'm thinking of it.
I like this a lot.
For code readability purposes, do you mean?
That sounds sensible - how do they do it?
I think not to start out with, but it's a possibility for later.
I think that's pretty much how it's done in O/FA, too.
Good point. For immobile monster place-swapping is sometimes possible; lava is an interesting one.
Player noise would be generated every turn as a heat map, with the starting value dependent on stealth and possibly player action. I would start by tracking no other noises, but try to allow for that to be added later.
Monsters (probably all?) would prioritise sound over scent, because it's more immediate. A teleported player would no longer generate sound, but scent would remain, so some monsters would just stop and some would track to where the player left from. If they saw - probably would continue scent tracking anyway, but they would be fairly close so it wouldn't make a lot of difference.
This is exactly how I'm thinking of it.
I like this a lot.
For code readability purposes, do you mean?
That sounds sensible - how do they do it?
I think not to start out with, but it's a possibility for later.
I think that's pretty much how it's done in O/FA, too.
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