In this thread, I'd like to discuss the various methods of handling the movements and actions of mobiles in a roguelike atmosphere.
A lot of roguelikes usually process their monsters' AI in a fairly simple fashion: Move and control the actions of all mobiles on the player's screen, or just outside of the screen. This obviously cuts back on processing time, but I'm after a better route.
If I'm going to create a roguelike, then I don't want monsters just off the edge of the screen sitting calmly until you come within 10 feet of them. If there's the clashing and clamouring of battle going on in the distance, they need to decide if they are going to see what all of the commotion is about. On the upside, this can lead to some interesting scenerios for the player: dash into the dungeon with a massive Broadsword of Slashing (+3), and you'll wake up every kobold and orc on the level. However, a skilled thief could stealthily slip into the dungeon and backstab enemies without making much sound at all.
I should hope that the second option sounds more appealing than the first, but the issue still remains of speed. If I'm handling the AI of every mob on a fairly large floor, the player is going to (probably) notice the lag between turns.
I'd like to hear some opinions on how you might handle the matter, or any useful advice or input you may have.
Nov 15 2003, 2:35 pm