Time to talk some real next-level stuff goin' on with my gameâs AI. Been cookinâ up new combat logic and kinky behaviors that make the world feel way more alive (and twisted). Hereâs whatâs new:
đ§ AI Combat Reasoning
Enemies ainât brain-dead anymore. They now think before they swing. They check whoâs closest, whoâs the biggest threat, and whoâs just begging to get clapped. If youâre low-level and up in their face? You're gettinâ it first. But if your buddy starts throwing hands, they might just swap targets mid-fight. Smart, brutal, and unpredictable.
𩞠Down But Not Done
Getting knocked down ainât game over⊠yet. Now, when NPCs get downed, they donât just lay there like a sack of meat. They crawl away from nearby hostiles, trying to escape the horror thatâs coming. Sometimes they make it... most times they donât. đ
đĄïž Guard & Hunt Behavior
Some demons are just built different. Guard-type AI will protect a zone or objectâlike their precious lilâ victimâwithout chasing you to the ends of the earth. If a demon knocks someone out and starts the abuse, their buddy wonât just run off after you. Nah, heâll stay alert, guard duty mode ON.
đč New Video Drop!
In this vid, we got a gal up against two demons. She doesnât even get to fightâBAM, sheâs flat on the floor in one hit. Demon #1 starts doing his thing đ while Demon #2 stands watch like a bouncer at a hell club. As soon as the player tries to interfere, Demon #2 chargesâbut he doesnât go far. When the player runs too far, guess what? He goes right back to the girl, ready to take his turn. Ainât no wasted motion with these monsters.
đ Stay tuned for more AI updates, gameplay sneak peeks, and other spicy madness. And yeah... I definitely shouldâve posted this earlier. My bad đ
SmolPlay
2025-07-22 18:59:18 +0000 UTCDickpet1
2025-07-20 12:52:00 +0000 UTC