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  #172  
10-19-2016, 12:50 PM
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Michael
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: May 2010
: Birmingham, England
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I would love to see procedurally generated AI.. For example, A Slig would become more alert when Mudokons go missing in it's patrol path, or if they spot Abe. I think it would add a nice difficulty to the game.
As cool as that would be, it could make certain areas unpredictable and could lead to problems with puzzles. I think it was this thread where we were talking about the puzzles needing to operate in a set way for them to work properly, so if you do the same action you expect the same result. I'm not sure that kind of variety would be best suited to a puzzle/timing oriented game.

On another note, I was thinking recently about how in New n Tasty, a few times when possessing a slig in the background, I tried to shoot at sligs in the foreground. After nothing happened, I realised that feature was only introduced in Exoddus and must've been left out (unless I completely missed it somehow!) I hope that returns in Soulstorm
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