Setting up AI and animatronics variables in FNAF-style games
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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! 🤖
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:
🔧 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!
Vibelf_Community
Pinned Message • Moderator
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