In most situations, you're seeing AI decide what do to (run at player, hide in cover, etc), use navmesh to make a path, and navigate along that path.
Foxes are no different. But their AI is very simplified: they basically can *only* run away.
If you spook a fox, it flees.
So foxes flee. Why would they flee towards treasure?
🦊👑💰
This is where it gets interesting.
If you're close to an AI, it's in "High Process", or the most fancy, cpu-intensive pathfinding. It uses the full navmesh and will do things like line of sight and distance checks.
To contrast, there's also "Low Process" - used for stuff like NPCs walking a trade route across the world.
These are only updated every several minutes, and position is tracked very loosely.
The bandit stabbing your face, however, is running nav stuff many times per second.
So @jean_simonet knew something that I didn't (as usual)
There is a sort of "Medium Process" for characters nearby, but who didn't need the complex pathing of combat.
Because of the way the fox's AI worked (always be fleeing!) it's basically ONLY using this process.
This is where understanding of how Skyrim uses navmesh comes in.
Swaths of the outdoor world have simple navmesh. You don't need to add lots of detail in a space with basic topography, little clutter, or a low chance of combat.
So wilderness = small number of big triangles.
When you stumble across something like a camp, however, navmesh gets way more detailed. Added visual detail means added navmesh detail, and if we're placing NPCs of any kind, we also tend to add even more detail.
So Points of Interest = big number of small triangles.
You see where this is going?
The Fox isn't trying to get 100 meters away - it's trying to get 100 *triangles* away.
You know where it's easy to find 100 triangles? The camps/ruins/etc that we littered the world with, and filled with treasure to reward your exploration.
So foxes aren't leading you to treasure - but the way they behave is leading them to areas that tend to HAVE treasure, because POIs w/loot have other attributes (lots of small navmesh triangles) that the foxes ARE pursuing.
To players, however, it's the same thing.
It's a nerdy little story, but I love it.
Emergent Gameplay is often used to describe designed randomness, but this is a case of actual gameplay that NOBODY designed emerging from the bubbling cauldron of overlapping systems.
And I think that's beautiful.
BTW ICYMI ETC - here's the post from @NPurkeypile that I mentioned at the top. Fun read if you like criminal bees.
I said goodbye today to River, who most of you know as Fallout 4’s Dogmeat.
Heartbroken doesn't cover it, but I won’t eulogize her here. For twitter, I thought it'd be appropriate to look back at her impact on that game.
(plus, writing about game dev hurts less than grieving)
But first, I encourage you to volunteer w/your area rescue. If you can’t volunteer, make a donation to @ASPCA, @HSIGlobal, or a local group.
Consider rescue animals first when adopting, and choose responsibly when working with breeders.
Please spay/neuter + vax your pets. 💙
This thread is essentially a long form of the story I always tell about River’s role in Fallout 4; that she was the antidote to my biggest worry for the Dogmeat character – a canine weapon, and nothing more.
What we wanted was a companion first, and a combat ally second.
I joined a gripe-fest last night about LD "diagrams" that are just receding lines over a screenshot.
I wanted to interrogate my pet peeve, though: there's nothing *wrong* with markup analysis! Maybe I'm just a curmudgeon!?
(For context, this is the tweet in question, which dunks on this style of diagram. If nothing else, it helped me feel a bit less alone in my annoyance.)