tag:blogger.com,1999:blog-3422867603954635983.post5855645583347804180..comments2023-12-29T03:53:04.558-06:00Comments on Distorted Travesty: Changing MethodsZephyrBursthttp://www.blogger.com/profile/05968818526580936474noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3422867603954635983.post-569819354767858212014-04-23T04:54:31.070-05:002014-04-23T04:54:31.070-05:00I don't know if it is a good idea to change De...I don't know if it is a good idea to change Death's behaviour. His random attacks made it a reflection test. The palyer was forced to react accordingly to his attacks. It's a fair fight since Death shows what his next attack will be. So the player does have a few moments to react accordingly. Taking away that would be sad. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3422867603954635983.post-90090029783241870922014-04-18T23:28:11.369-05:002014-04-18T23:28:11.369-05:00The behavior can come from something like, if the ...The behavior can come from something like, if the player x is a multiple of 4, do this, or a multiple of 3, do that, or both, do something else. That's kind of a last resort, I just mean that I won't be using:<br />variable=random()<br />if variable=1 {stuff}<br />else if variable=2 {other stuff}<br />That kind of random is going out the door.<br /><br />The most recent boss I coded has a set of behaviors that are chosen based primarily on distance to player, if the player is currently using an offensive ability (or guarding), or how far along in the enemy's attack string he was. For example, he had up to 4 actions in a single string of actions before having any down time. Those all have a slight variance on what its looking for to determine what attack or action are used.ZephyrBursthttps://www.blogger.com/profile/05968818526580936474noreply@blogger.comtag:blogger.com,1999:blog-3422867603954635983.post-51861230765563032512014-04-18T03:35:46.677-05:002014-04-18T03:35:46.677-05:00The problem with completely refraining from any am...The problem with completely refraining from any amount of random behavior, or at least what comes to my mind, is that it seems that the player would be able to more easily lock the boss into a pattern and make it easier to beat.<br /><br />It's not the best example, but I'm reminded of the different Mega Man bosses whose patterns reset when they're struck at the proper moment with their weakness.<br /><br />Do you have an idea on a way to prevent that, like having something along the lines of "This didn't work the last time I was in this situation, let me try a different attack instead this time"Kurtis Harennoreply@blogger.com