Hard to be a God Developer Diary #3
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We also need to mention some innovations in the enemies' behavior during combat, mainly related to the human NPCs. There are two main behavioral modes - one for those wielding long-range weapons, the other for those using short-range ones. The former do their best to keep the distance and attack from afar. The latter tear their way to their goal. Thus, there were always cases when enemies collided.
In one such instance, they were pursuing each other all around a particular location, with none of them willing to yield. This led to some difficulties. For instance, the characters that were very important to completing the active quest at the time just ran away from the hero. We did the following. We limited not only the range and duration that enemies could pursue each other, but also added some extra checks to look for other adversaries in the specific territory.
Battles are especially complicated in towns, villages and other busy places because of big crowds, which are mainly composed of peaceful citizens. To make these fights, a bit easier we attributed some special behavior to them; now, they run away instead of staying nearby.
Actually, the combat result depends quite a bit on the context or, in other words, the action scene. For example, one of the bosses, the Pakh beast, is very big, so it's hard to fight in certain closed locations.