12 months
ago -
Crater Creator
-
Direct link
Some things about zombie A.I. I’ve picked up from following the A.I. programmer and other devs for a while:
- People didn’t like being harassed by zombies from outside while trying to complete a quest. In the most extreme example, you can imagine if a quest sent you to the wasteland, you didn’t finish before nightfall, and you didn’t happen to opt for a stealthy character build. You could be stuck drawing in nonstop zombies as fast as you can kill them, sapping your resources and interrupting you from making progress on the quest. So outside zombie spawns are suppressed while a quest is active.
Since you can’t leave without failing the quest (and BM zombies are their own thing), the exploitability seems limited. Keep in mind suppressing zombie spawns isn’t the same as killing the zombies already around at the start.
Is it a flaw? Debatable. But it’s an intentional feature in any case.
- They’ve discussed wandering sleeper zombies, which would be on ‘patrol paths’ in POIs, but they haven’t gotten past a planning stage. I’m trying to get the term sleepwalkers to catch on for these, because it’s perfect.
- When a zombie encounters an obstacle, its fallback behavior is to randomly choose to attack in front of it or jump up. This makes sense for a general approach, as one or the other of those two actions would get it past a lot of kinds of obstacles. So I think the real question is why zombies sometimes go into that mode in the first place. They see a mailbox or trash can or honestly sometimes air as impassable, when there would seem to be an easier way around it.
It does occur to me that I see this happen when a zombie is fairly far from the player. Does anyone see it happen up close? Since draw distance is a thing, it could be that there is something to jump over, but it’s just not rendering that far away. It may also be that zombies farther away from the player do simpler calculations. E.g. they don’t bother computing the path around the mailbox, because it saves calculation time to not compute a pathing grid out that far, and it’s far enough away that the dumber general case behavior doesn’t affect much.
- Zombies often look like they’ve spotted you when they’ve merely heard you. They can be heading to a position e.g. a pace behind you, because that’s where the last footstep they heard was. It’s logical; it just seems wrong because they’re moaning and snarling and aimed in your general direction. But if you’re crouching and not moving in the dark, then your stealth meter is in the 0%-3% range, and they’re effectively blindfolded.