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Artificial Intelligence

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Different Levels of Sleepiness

Explanation:

For realistic sleeping behaviour, a level of sleepyness can be used(much like a guard's thief awareness). Depending on the type of sleep, a person should be easy or hard to wake. When you make a noise, sleepyness is reduced. This is visually represented by having the person stop snoring, twitch a bit, roll over, wake up momentarily (and go back to sleep when it's quiet again), wake up permanently, etc

Points to bear in mind:

Point to bear in mindIf you do manage to wake an AI permanently, he/she should not jump up immediately, but should need a few seconds to get his bearings (possible knockout opportunity ?). Realistic night-clothes and pyjamas are a plus.

Date Last Update: 3/4/2002

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Current Rating: 4Number Of Votes: 8

Against Unfair Homing AI
AI Aware of Projectiles
AI Can Jump and Climb Ladders
AI can use Inventory Items
AI Emotions
AI Personalities
AI should be completely different from T1/T2
AI should Panic
AI Should react to their environment and player
AI to Use choke points
AIs not to Fall Over if Blackjacked when Asleep
AIs Noticing Anomalies
AIs to Perform More Mundane Tasks
Alerted Guards Secure Treasure
Appropiate Death Motions
Better Fleeing
Capture rather than Kill
Changing of the Guard
Configurable AI
Constant Difficulty To Attack
Deafened By Ambient Sounds
Die From Blood Loss
Different Levels of Sleepiness
Differentiate between Death/KO
Discovery by guards to be scary.
Disguised Guards
Dynamic Pathfinding around Objects
Fluid Alert Levels, not Discrete
Give Guards a Plan
Guard Diversity - Fat/Thin Guards
Guards Biding Their Time
Guards having More than one Weapon
Guards Noticing Reduced Numbers
Guards Release Weapons/Items when Dead
Guards should be fewer and stronger
Guards should have Swords Sheathed
Guards Should Never Forget Seeing a Thief
Guards Should not Automatically Suspect a Thief
Guards Who Wait Until Backup
Intelligent Pursuing
KO''s wearing off
Lantern/Torch Guards
Less Idiotic Guards
Locational Damage for AIs
Locked Doors are Locked for AIs
Make AIs Turn Around and Shut Doors
More AI Communication
Neutral''s Interaction
Potentially Hostile Non-Guards
Random NPC Creator
Randomised Patrols
Refined Searching Motions
Remove Unbased Threats
Scarable Guards
Spontaneous Combustion
Undead Should Not Drown