What is this?
The overall goal was to create a smart AI monster taking inspriation from to the Alien in Alien: Isolation.
Inspirations/References
Alien: Isolation is the biggest inspiration for the project. I want to emulate and expand how that AI was implementing into the game.
The AI for the Alien well regarded as for its ability to adapted to the player and seem intelligent.


Alien: Isolation
Terminator
The terminator is a good reference for tying the theme and motivation of the player. The player is trying to defeat an unstoppable force at its source.
I have some electronic related game mechanics planned and with the robot monster being about to do things like mimic sounds the player might be interested in like in the movie would be a great reference.


Ready Or Not
Mindjot Data Center has a server room that seems like a labyrinth when you first go into to clear it out. There is always more than you expect in there.
This would be excellent setting for encountering the monster. There are lots a places to hide, and also creates a theme for the monster.


Design
The overall goal was to create a smart AI monster taking inspriation from to the Alien in Alien: Isolation. The first step was breaking down some of the design elements that made the AI in the Alien work.
Two AI Systems
Director AI
Monster AI
The AI for the Alien is broken up into 2 parts, the Director AI and the Monster AI. The Director is for pacing the game, while
One very important note, is that the Alien is never told where exactly where the player is. The Director only gives a hint to where to search for the player. The Alien must find the player on its own.
The Director AI manages the mence gauge and pacing for the encountoring the Alien. When the mence gauge is low, the Director gives a clue to where the Alien should search for the player. While encoutering the Alien the mence gauge rises and at a threashold the Director sends the Alien somewhere else to search. Allowing the player to progress once more.
For the design of the Director AI in FAUST-9 these are the list of elements planned to be implemented:
Manages Stress Gauge
AI Close to player
Player Has Line of sight
AI is close on the motion tracker
High Stress Gauge
Directs Monster away so player can progress
Lower Stress Gauge
Gives Monster hint to the player’s location
Always knows players location


The Monstor AI is what governs the Alien itself. It handle the Alien's perception, where it searches in the local area, and how it interacts with the environment and NPCs. The Alien can also learn from the players actions to addapt to the players stratigies.
For the design of the FAUST-9 these are the list of features that I wanted to add:
Uses Behavior Trees to hunt and react to player
The Monster AI Reacts/investigates POI and triggers made in the environment.
Sounds
Sight
Never knows player’s location, and must find the player on its own.
Above: A sketch of what I imagined the level could look like and how the Director might handle sending FAUST-9 to search locations in the maze.


Development
The overall goal was to create a smart AI monster taking inspriation from to the Alien in Alien: Isolation. The first step was breaking down some of the design elements that made the AI in the Alien work.
Text
The overall goal was to create a smart AI monster taking inspriation from to the Alien in Alien: Isolation. The first step was breaking down some of the design elements that made the AI in the Alien work.
Text
The overall goal was to create a smart AI monster taking inspriation from to the Alien in Alien: Isolation. The first step was breaking down some of the design elements that made the AI in the Alien work.
