The Gronk
Colon Pounder
Zombies senses and reasoning would likely be affected by how long they've been rotting. A freshly made zombie would/should have senses almost comparable to an uninfected human although you'll have a hard time convincing me that they gain a degree in structural engineering because of the infection, especially if the reasoning part of the brain is the first to go. Sometimes I have difficulty calculating structural integrity of similar blocks... even when I'm not drunk.I would say that vision is terrible in zombies, unless their brain is working perfectly, which their behavior says otherwise.To see and understand what you are seeing takes many parts of the higher brain regions. So vision is terrible.
Hearing and smell are more localized but would be damaged so sounds and smells might confuse or enrage them.
Lastly, and Faatal is right on with his AI for A17: the Parietal lobe might be damaged in some zombies and they would attack anything to stop the confusing noises or smells, would be heading straight for the offending smells or sounds.
Other zombies with a working Parietal lobe would avoid self harm as much as possible to stop the sounds or smells a player makes!
So would look for an easier way in! (maybe darkness allows them to see better and is why they can move fast)
I'm too happy it can make sense!![]()
The AI must also take into account that it'll be used for uninfected bandits eventually unless you want to do all of the work twice.
In that scenario it makes sense to start with the full range of senses and mental faculties and have a sliding scale which limits these based on how rotten the zombie is.
It also makes sense to use a simple behavior tree for zombie decision making, not only for individuals but also for sub-groups among the horde. The zombies may not make much use of the behavior tree but when you're adding bandits it'll be a lot easier to expand an existing behavior tree system than to try and force a behavior tree into an already existing AI framework. Trying to get a group of bandits working as a coordinated team without a behavior tree will be far more difficult and time consuming than with one. This is why behavior trees have become a standard in FPS games, not because it's flashy and cool but because it saves time and effort in the long run.
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