by LostInTheWired » Mon Nov 07, 2011 7:48 pm
I know it's been a while, so I guess I'll divulge a bit on the zombie npcs I'm working on. They're not very good right now, they react to new stimuli too slowly, but they are still quite fun.
Yes, they run, little more then the non-sprint player speed I think. Already makes them a bit more dangerous. They also break down doors in persuit. Makes them much more dangerous. What makes them a nightmare is the group dynamics.
You see, if I'm gonna code a whole new zombie, it better do something that's fucking cool. These zombies arn't the sniffers. They do line-of-sight (and sounds if I can get it to work right). When one spots you, they do an alarm that alerts other near-by zombies of your location. They are now a swarm and act as one. Now, let's say you run away. As long as one of the group sees you, the entire group is constantly updated on where you're going. As long as they see you, any zombie you pass that is in range of the call is added to the swarm. You can think of how that shit adds up. I'm sure you are now hating those wide open spaces.
Now, if you're able to break LOS, they move to the last known position, then scatter and search. If one spots you, it calls the alarm and it starts all over. If you're able to keep hidden long enough, the swarm breaks, and they begin normal wandering procedures. Of course, all of the zombies that were in the swarm are probably nearby, so you'll have to be careful about moving around.
If you decide to stay and fight, well, that could be a problem, too. The sound of gunfire could call zombies from a further distance then the alarm. It's a risk call, really. Would I have to deal with more zombies running, or fighting? What would take more resources, and is it worth it? That's the hope. Some of it currently works. Other parts are still in planning. We'll see if I can pull it off.