Sample
design document:
This
outline was used to finalize and explain each of the different special
abilities an NPC had available to him during combat, aside from basic moving
and shooting. Each specific character type was then assigned a set of tactics to
define his combat style. The document was made as a reference for the game’s
‘character sheets’, which listed the tactics an NPC had, but didn’t explain the
function or limitations of them in detail
This
short document outlines all of the basic ‘tactics’ of the NPC enemies. Some
tactics have a Modifier, which is an action they can perform after or
during a tactical move. All tactics have a trigger, which is the
stimulus for performing that action. Many tactics share the same triggers, and
the NPC’s chance of choosing one action over another (Tactic Weight) is
described in the individual character sheets. Some tactics have a Trigger
Condition, which indicates that something specific is needed for the tactic
to be performed – cover, or a vehicle within range for instance.
Example:
Tactic
Name / modifier / modifier
/ modifier
-
Trigger
-
Trigger 2
-
Trigger 3 (trigger conditions)
Furthermore,
the tactics are grouped into 3 ranks. Level 1 is the basic tactics available to
all NPC enemies. Level 2 represents some more complex or intelligent actions
while level 3 is for highly skilled or dangerous NPCs.
Tactics 1 – available to all
combat-capable NPCs (thugs, cops, security guards)
Strafe
/ and fire / throw a
grenade / and reload
-
Needs
to reload
-
Player
is within Minimum Range
-
Trying
to get behind Player
-
Player
has stopped
Crouch
/ and fire / and
reload / throw a grenade
-
Needs
to reload
-
Player
is outside Medium Range
-
Player
has stopped
-
Player
is running away
Stand
/ and fire / and
reload / throw a grenade
-
Needs
to reload
-
Player
is close to or at Maximum Range
-
Player
has stopped
-
Player
is running away
Run
backwards / and fire / throw
a grenade
-
Player
is inside Minimum Range and getting closer
-
NPC
is below 1/2 health
Retreat
(turn back and run) / and reload
-
Player
is inside Minimum Range and moving closer
-
NPC
is below ˝ health
-
NPC
is last in Group
-
NPC’s
group has lost ˝ of its members
Run
forwards / and fire / carry
a grenade
-
NPC
is at or below 1/3 health (Kamikaze)
-
Player
is visibly near death (1/3 health)
-
Player
is inside Maximum range and running away
-
NPC
is last in group
-
A
fellow NPC dies
Roll
/ and fire
-
Player
is within Minimum Range
-
Player
has stopped
Rookie
(Kneels and covers face pleading for mercy)
-
NPC
is last in group
-
NPC
is at or below 1/3 health
-
Player
is within CRITICAL distance
Tactics 2 – available to
NPCs with a Tactical Rating of 2 (agents, soldiers, hit men) in addition to
above
Hide
/ throw a grenade / wait
for player to be seen, then attack
-
Player
is inside Minimum Range and moving closer (and obstacle
is near)
-
NPC
is below ˝ health (and obstacle is near)
-
NPC
is last in group (and obstacle is near)
Grenade
Kamikaze (runs to Player with a live grenade,
if they collide before timer runs out it explodes)
-
Player
is inside Minimum Range and moving closer (and NPC has
a grenade)
-
NPC
is below ˝ health (and NPC has a grenade)
-
NPC
is last in group (and NPC has a grenade)
-
Player
is visibly wounded (below 1/3 of health) (and NPC has a
grenade)
Use
a nearby vehicle (to escape)
-
Player
is inside Minimum Range and moving closer (and vehicle
is near)
-
NPC
is below ˝ health (and vehicle is near)
-
NPC
is last in group (and vehicle is near)
Berserk
(running to player shooting in all directions)
-
NPC
is last in group (and no hiding place is near)
-
NPC
is at or below 1/3 health (and no hiding place is near)
-
No
escape route (and no hiding place is near)
Run
forward and try to punch Player
-
Player
is below ˝ health
-
Player
is below ˝ health and stopped
-
Player
is reloading or switching weapons, within minimum distance
Run
forward and pin Player (only if there are other NPCs in area)
-
Player
is running away
-
Player
is stopped and facing away from NPC
-
Player
is moving away from NPC, and has less than ˝ health
-
Player
is within minimum range but has his back to NPC
Run
to Player and slide-kick (Player falls and takes a second or two to get up)
-
Player
is facing away from NPC and stopped
-
Player
is within minimum distance
-
Player
is within minimum distance and at ˝ health or less
-
Player
is running away
Run
to Player and try to kick his gun out of his hand (Player will take a few
seconds to select another gun, or use his fists if he has no other weapon)
-
Player
is below ˝ health
-
Player
is below ˝ health and stopped
-
Player
is reloading or switching weapons, within minimum distance
-
Player
is within CRITICAL distance
Sneak
Behind player and strangle him (trigger ‘decathlon’ style gameplay)
-
Player
is running away
-
Player
is stopped and facing away from NPC
-
Player
is within minimum range but has his back to NPC
Play
dead (fall to ground and wait for Player to pass before shooting him from the
ground)
-
NPC
is under a Ľ health (no escape route, hostage, hiding place or vehicle is near)
Take
a hostage / and fire /
and reload / throw a grenade
-
NPC
is below 1/3 health (and hostage character is within
minimum range of NPC)
-
Player
hides (and hostage character is within minimum range of
NPC)
-
Player is within minimum range and getting closer (and hostage
character is within minimum range of NPC)