For example, the Guardian’s battle mode is big and bulky, which represents how tough a challenge the Guardian will be in combat When a player is spotted, they transform into battle mode, which is a heavy attack settingĮnemy AI often influences a character’s design. The Guardian’s base mode is their patrol form (pictured on the far left here) The Guardian perfectly displays High Moon’s emphasis on enemies that transform based on their behavior.
Players will have to dodge this move and attack from behind in order to defeat these monstrosities This air attack is one of the Leapers’ more powerful moves.
#TRANSFORMERS FALL OF CYBERTRON FULL#
Leapers don’t go into a full transformation, but they do shift into a wedge shape as they jump into the air. For example, the Leaper jumps around a lot, therefore levels that feature him need to be wide and open Game AI often shapes a game’s environment. Leapers are hulking brutes that can be difficult to take down from the front Discover the best way to take down each enemy in the following analysis of three Decepticon specialty classes. The Decepticons have a variety of different AI classes as well. “He’s a big hulking mass and he has minions that help him, but he’s unique to the Autobots.” The Autobots have a class called the Titan (seen above). In Fall of Cybertron, Autobots and Decepticons have a variety of specialty AI classes. Whenever possible, enemies in Transformers: Fall of Cybertron undergo physical transformation changes that will cue players into enemy behavior and weaknesses. In order to communicate how its enemies react to the world, High Moon has implemented some overt animation and sound effects that help distinguish each character. High Moon has improved the responsiveness of all of its enemies for Fall of Cybertron, but that’s only one of the key changes to the AI. “Our guys sometimes have to do some radical things in the background to compensate for this problem,” says Tieger. This means Transformers’ AI systems need to be extra speedy.
In most games you can’t get that far from your initial position, before your enemies have decided what to do.” However, in Transformers, players can transform and fly half a mile away in the time that it takes most enemies to process and commit to an action. “Which is fine if your character is moving at a baseline speed, or even if you are at a run. “AI systems generally work by assessing the situation and then reacting,” says game director Matt Tieger. High Moon feels like it has some added AI complexities to deal with in Fall of Cybertron. This is only one of the challenges behind designing video game AI. Since any player can approach any situation in any number of ways, a game’s AI has to be flexible enough to respond to every imaginable situation. All of this can happen in a matter of seconds, meaning every moment of gameplay contains a nearly infinite number of variables. The studio’s AI solution has affected every facet of the game, including the fundamental design of its enemies.Īt any given moment in the game, a player might be undertaking any multitude of diverse actions players read their enemy’s actions for clues about what they might do next, access their weapon load out, reload their weapons, scan the geometry for cover, weapons and threats, then ultimately commit to a decision. While the AI systems in Transformers: War for Cybertron were completely functional, developer High Moon felt like it needed to rethink its enemy design for the follow-up Fall of Cybertron.