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CRYENGINE Game Development Blueprints by Sam Howels, Riham Toulan, Chris Goodswen, Richard Gerard Marcoux III

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Adapting AI tasks based on player actions

A powerful aspect of scripting across all game engines is the ability to create simple and flexible ways in which the game can respond to player actions. Within Sandbox and Flow Graph, we are able to cater to a huge amount of possible scenarios and then design reactions for them into the level scripting. These kinds of setups make the game feel like a real world with believable boundaries that can be pushed. Think of the narrator in Bastion or assassinating targets in Dishonored—the designers authored outcomes for the most unlikely of player paths, and as a result players feel validated and immersed in the world. In this chapter, we'll look at a simple example in our boat sequence where we can add dynamic ...

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