day one was interesting. I really enjoyed +John Krajewski
talk about about combining physics and AI in Vessel. It made me rethink about how I'm going to implement AI for mobs (monsters) in my game. Instead of having mobs roam in a zone like most games, I want to have the AI based on the physical environment and be tasked based.
Some example tasks would be traveling to a water whole to drink, finding shade, grazing on some grass, protecting offspring, warming up in the sun, sleeping, etc. This would allow for deeper interaction with the player. Say for example you needed some kind of resource and you know a specific monster hoards or consumes it. You could follow this monster to discover a source of said resource. On the flip side if the resource runs out or isn't in the area then that type of monster would move away or die off. You could even discover a large deposit of some material and be paranoid because that means there is most likely something lurking nearby.
The basic idea is to setup a system of tasks that the AI follows and higher order behavior will emerge from overlaps in the system. I think this concept of overlapping systems to form more interesting game play was the point of his talk.