Before Raiden AI, I'd just like to point out the great job Xin did with the architecture designing and brainstorming a breadth of concepts we have to touch. I in the meantime was out of commission by the flu... -.-
Back to Raiden:
So, what is AI?
A field I've always been deeply intrigued by, the best definition i can come up with is that its the game developers method of making a game fun.
My reasoning is that the games i have the most fun with are very detailed in almost every aspect of their gameplay. As in, they are not button smashers. At the same time, the game can be difficult to the point that you lose interest in it. The biggest example i can think of is "I wana to be the guy". One of the most frustrating games i have ever attempted. Another one that is similar to Raiden is touhou. This game is a Japanese version of the game, and is more about learning a sequence of steps and maneuvers to win rather than split second timing. I find this game to be more similar to DDR, RockBand, and that type of franchise than Raiden arcade style gaming. Again, not what we are going for.
Easy <-------------------------------------------------------------------> Super Hard
Pacman .....................................................................................I wanna be the guy
Where is Raiden?
I think there shall be some testing to be done on the exact point at which motivation shall beat the frustration and urge the player onwards. Most of the great games have this feeling of difficultly, perseverance, and reward that is built flawlessly into the experience. Remember the feeling when you beat that final boss? What made that boss difficult? Probably the AI. Keep in mind though, the boss was eventually defeated, thus it should be known that the process you took to finishing it was allowed by a game designer. Now thats some serious forethought! (or game exploiting, but we are not a hacker forum)
Recognizing that AI is more than just how to code an enemy to attack at you, is crucial in producing an enjoyable game.
What is AI in coding?
Making an enemy attack you.
Yes. That's about it. In Raiden, this isn't too hard. Couple Cases:
If enemy has a weapon that can be orientated at angles, calculate vector to hero, fire.
If enemy is independent of a set path (free flying),then maneuver in ways that would cause additional difficulty for the hero
If homing missile, home.
etc.
What is the real fun AI?
Level editing! Creating preset formations or attack patterns that would require the user to think and make split second decisions to succeed. I would like to re-iterate: not making touhou. The game should still be able to be completed by someone playing close attention and having a quick finger. Making the game completely random would rather be dull or impossible. A mix seems to be the best idea.
What else can we do?
Adapting levels. A common strategy in Raiden is to get a weapon (and following upgrades) that result in a certain type of gameplay. For example, theres the spray type weapon, which shoots wide angle weak projectiles. There is also the single channel laser, which has devastating power but limited map coverage. Plus, different ships have different weight to speed ratios well. Thus, when the games adjust their gameplay to meet these ends, as developers, we can throw in tricks that would require them not to get too eased in. Varying the enemies, or changing enemy styles as the level proceeds would cause the user to think, vary up their weapon choice, and be super vigilant. This is at a higher level than us currently; however, it's always good to plan and think ahead in this field.
So whats the wrap?
AI is a term more about how intelligent the developers are than the enemy on the screen is.
AI is good. :)
Couple links to mentioned stuff in body:
I wana be the guy: http://kayin.pyoko.org/iwbtg/
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