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Horsecock Apr 17, 2015 @ 12:49pm
I need ai for my Five Nights at Freddy's game!
Ok so I have been working on a video game based off of Five Nights at Freddy's. It is a Doctor Who horror game. The something I need for this game is the ai. I use rooms as the cameras. How do I make an enemy go a certain path at a random time? A few seconds after the beginning of a level the enemy should start its course, stay in a room for about 5-10 seconds (depending on how far into the game you are) and the final thing I need is the image to be able to change depending on what room the enemy is in. Can anyone please help? Thank you for your assistance!
Last edited by Horsecock; Apr 25, 2015 @ 4:09pm
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Showing 1-6 of 6 comments
Blind Apr 17, 2015 @ 12:50pm 
What are your enemies? Are you using, like, One Cyberman - one Dalek, etc?
Horsecock Apr 17, 2015 @ 1:03pm 
All the enemies in this game are weeping angels. I use the animatronic names to refer to them. An example is bonnie_angel, freddy_angel, and so on. Later I might add extremely withered versions of the animatronics from the first Five Nights at Freddy's game. This will help the story line. This takes place 10 years after the events of Five Nights at Freddy's 1.
Blind Apr 17, 2015 @ 1:18pm 
I think it might be cooler with one weeping angel, one dalek, one cyberman and one ... something else, but it's cool, not my project.

Five Night's AI is a mystery, but it seems each animo follows a specific pattern. Bonnie paths to the left only, Chica paths to the right only, Foxy assaults from the left only and Freddie assaults from the right only.

Bonnie and Foxy are fast, Chica and Freddie are slow. Foxy is stationary, but Freddie is partially mobile as well.

Every bot is delayed when you are watching them, including the closed curtain, but their speed also increases when you're watching them (If you play night one and leave the camera on the stage for 4 hours and then stop, you'll have a total assault a few seconds later).

You'd track variables such as position, aggression, and a delay timer. Position would start in the backstage area, of course, with aggression starting at or near zero that slowly increases over time. Also, when a bot is observed it would gain a short delay (perhaps 4 seconds)... in addition, if a bot receives two consecutive delays (idling the camera) it would gain a point of aggression.

Aggression affects it's direction in the case of Bonnie and Chica, Aggression lowers delay in the case of Freddy and Foxy.

Likewise, the delay timer can be used for the Door Jam effect... if 3~5 consecutive delays pass without observation while Bonnie or Chica are outside your room - they jam the door.
Sera Apr 17, 2015 @ 1:22pm 
Given that every camera is its own room, the best approach might just be having a persistent object that tracks angel locations and displays them accordingly, functioning either off of alarms or a similar timer variable concept. Maybe use arrays for each angel to set their room order and just cycle through that?

Like, really, the hardest part will be tracking their locations. The behavior logic should be really simple (if time is up and next room is the player's, is the door down or whatever, and do what based on that sort of thing).
Blind Apr 17, 2015 @ 1:24pm 
When Freddy's AI is set to 20 his aggression is maximum, which is why you autolose if you check the camera with the right door open
Horsecock Apr 18, 2015 @ 1:29pm 
ok im using alarms to tell how long it takes before an angel moves from room to room. After every night the time lowers. Using alarms makes each angel have a very specific path. This however makes the creation of this game a lot quicker. I have an object that controls the room an angel is in at what time. I use another object for visuals. The ai is working very well. I just need to fix a few bugs. I can have the game finished an 2 weeks minimum (due to school taking up a lot of time)
Last edited by Horsecock; Apr 25, 2015 @ 4:09pm
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Date Posted: Apr 17, 2015 @ 12:49pm
Posts: 6