Time to talk some real next-level stuff goin' on with my game’s AI. Been cookin’ up new combat logic and kinky behaviors that make the world feel way more alive (and twisted). Here’s what’s new:
🧠 AI Combat Reasoning
Enemies ain’t brain-dead anymore. They now think before they swing. They check who’s closest, who’s the biggest threat, and who’s just begging to get clapped. If you’re low-level and up in their face? You're gettin’ it first. But if your buddy starts throwing hands, they might just swap targets mid-fight. Smart, brutal, and unpredictable.
🩸 Down But Not Done
Getting knocked down ain’t game over… yet. Now, when NPCs get downed, they don’t just lay there like a sack of meat. They crawl away from nearby hostiles, trying to escape the horror that’s coming. Sometimes they make it... most times they don’t. 😈
🛡️ Guard & Hunt Behavior
Some demons are just built different. Guard-type AI will protect a zone or object—like their precious lil’ victim—without chasing you to the ends of the earth. If a demon knocks someone out and starts the abuse, their buddy won’t just run off after you. Nah, he’ll stay alert, guard duty mode ON.
📹 New Video Drop!
In this vid, we got a gal up against two demons. She doesn’t even get to fight—BAM, she’s flat on the floor in one hit. Demon #1 starts doing his thing 😏 while Demon #2 stands watch like a bouncer at a hell club. As soon as the player tries to interfere, Demon #2 charges—but he doesn’t go far. When the player runs too far, guess what? He goes right back to the girl, ready to take his turn. Ain’t no wasted motion with these monsters.
👀 Stay tuned for more AI updates, gameplay sneak peeks, and other spicy madness. And yeah... I definitely should’ve posted this earlier. My bad 😅
SmolPlay
2025-07-22 18:59:18 +0000 UTCDickpet1
2025-07-20 12:52:00 +0000 UTC