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Setting up AI and animatronics variables in FNAF-style games

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GD

GameDevMaster_2024

Posted on July 26, 2025 • Intermediate

🎮 Need help with FNAF game AI variables

Hey everyone! I’m working on updating my FNAF-inspired game “Those Nights at Good Boys” and I’m struggling with setting up the AI and animatronics variables properly. Specifically:

  • What values should I set for AI difficulty progression?
  • How do I configure animatronic movement when cameras aren’t being watched?
  • What’s the best way to balance camera hopping speed with AI levels?

I want to make sure the difficulty scales properly and the gameplay feels balanced. Any guidance would be really helpful! 🤖

HP

HorrorProgrammer_Pro

Replied 3 hours later • ⭐ Best Answer

Great question @GameDevMaster_2024! Setting up AI variables for FNAF-style games requires careful balancing. Here’s a comprehensive guide:

🤖 AI System Architecture

Here’s how a typical FNAF AI system works:

flowchart TD A[🎮 Game Start] --> B[Initialize AI Level = 0] B --> C[🕐 Timer Check Every 5 seconds] C --> D{Player Watching Cameras?} D -->|Yes| E[AI Movement Slowed] D -->|No| F[AI Movement Normal Speed] E --> G[Random Check vs AI Level] F --> G G --> H{Random Number < AI Level?} H -->|Yes| I[🚶 Animatronic Moves] H -->|No| J[Stay in Current Position] I --> K[Update Position] J --> L[Continue Timer] K --> L L --> M{Night Progress?} M -->|Every Hour| N[Increase AI Level by 1-2] M -->|Continue| C N --> C style A fill:#e1f5fe style B fill:#f3e5f5 style I fill:#e8f5e8 style N fill:#fff3e0

🔧 Step 1: Create Core AI Variables

Set up these essential variables for your AI system:

    when flag clicked
set [AI Level v] to [0]
set [Camera Watching v] to [false]
set [Movement Timer v] to [0]
set [Night Hour v] to [1]
  

⏰ Step 2: AI Movement Timer System

Create a timer that checks for AI movement every few seconds:

    when flag clicked
forever
wait [5] seconds
change [Movement Timer v] by [1]
if <(Movement Timer) > [12]> then // Every minute (12 * 5 seconds)
broadcast [AI Movement Check v]
set [Movement Timer v] to [0]
end
end
  

🎯 Step 3: AI Difficulty Scaling

Recommended AI level values for balanced gameplay:

    when I receive [Hour Change v]
if <(Night Hour) = [1]> then
set [AI Level v] to [1] // Very slow start
end
if <(Night Hour) = [2]> then
set [AI Level v] to [3] // Gradual increase
end
if <(Night Hour) = [3]> then
set [AI Level v] to [6] // Moderate challenge
end
if <(Night Hour) = [4]> then
set [AI Level v] to [10] // High difficulty
end
if <(Night Hour) = [5]> then
set [AI Level v] to [15] // Maximum challenge
end
if <(Night Hour) = [6]> then
set [AI Level v] to [20] // Survival mode
end
  

📹 Step 4: Camera Monitoring Effect

Slow down AI when player is watching cameras:

    when I receive [AI Movement Check v]
set [Movement Chance v] to (AI Level)
if <(Camera Watching) = [true]> then
set [Movement Chance v] to ((AI Level) / [2]) // Half speed when watched
end
if <(pick random [1] to [20]) < (Movement Chance)> then
broadcast [Animatronic Move v]
end
  

🚶 Step 5: Animatronic Movement Logic

For each animatronic sprite:

    when I receive [Animatronic Move v]
if <(My AI Level) < (AI Level)> then // Each animatronic has different activation
if <(pick random [1] to [100]) < (My AI Level)> then
change [Current Room v] by [1] // Move to next room
play sound [footstep v]
if <(Current Room) = [Office]> then
broadcast [Jumpscare v] // Game over condition
end
end
end
  

⚖️ Balancing Tips

  • Start Low: Begin with AI Level 0-1 for the first hour
  • Gradual Increase: Add 1-3 points per hour, not more
  • Camera Effect: Reduce movement chance by 50-75% when watched
  • Individual Timing: Give each animatronic different activation thresholds
  • Audio Cues: Always play sounds when animatronics move

🎮 Example Values for Balanced Gameplay

  • Beginner Mode: Max AI Level 10, slow progression
  • Normal Mode: Max AI Level 20, standard progression
  • Hard Mode: Max AI Level 30, fast progression
  • Nightmare Mode: Max AI Level 50, very fast progression

Remember to test extensively and adjust based on player feedback. The key is making it challenging but fair!

VB

Vibelf_Community

Pinned Message • Moderator

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