a441 said:
It's called a bot. Doom Legacy has them. The consensus is it would be too difficult to design a decent bot for a 3D platform adventure game like SRB2. To my knowledge, no commercial games of the genre have bots.
I dunno about that. While for actual singleplayer play (co-op and such) I dunno how well that'd work, but deathmatch bots that can run and jump and suchlike have been a part of Unreal since UT99. Quake, too. Bots know how to jump across platforms, etc.
It's actually not that hard, in theory. The basic idea is that most bots run off of "nodes". But, not nodes in the SRB2 sense - most bots for, say, Half-Life Deathmatch, require you to place down a "bot node" so the bots know where to walk. When the Bot gets to a node, he chooses the next one in line, and walks to it. This is how you create bot node paths, and these lead throughout the entire level. This is a quick and simple way for a bot to navigate a level successfully, and 90% of bots out there use this system.
For SRB2, a game that requires more platforming than normal, I suppose the easiest route would to be to develop a type of bot node that "attached" to the ground. This would mean for objects like floating platforms, the node always is "stuck" to the floor of the platform. (which means it would only activate as "navigatable" if the platform was within jumping range)
Additionally, you would have to calculate floor height for a few units ahead of the bot, simply just to detect "if jumpable". If the bot detects "Floor, Cliff, Platform", he would know to jump in order to navigate to the extra node. He would also have to have a memory of the last two or three nodes visited, so he wouldn't end up pacing back and forth between the same two nodes.
Arguably, the Legacy and Zdoom bots are retarded because it sounds as if they do not infact run off of nodes - it sounds more to me like they navigate the level strictly on the premise of "find a wall and turn to avoid it", which, as seen, causes lots of problems.
I can already hear somebody saying, "That's too difficult."