Spielerando

Make an enemy search the last place it saw you instead of knowing where you hide

Enemies that always know the hero's position feel like cheaters, and enemies that stop dead the moment they lose sight feel like fools. The believable middle is a short search that starts at the wrong place. This entry shows the steps from chase to going home.

Why this works

An enemy that only knows what it has seen feels like a mind, not a tracker. Keeping a remembered place, and nothing else, gives the player a real way to hide: break the sight, change direction, and wait.

When not to use it

Skip it for creatures that hunt by smell or sound, or for a boss who should always find you. Give those a different kind of sense, with its own trail, or the hiding game will feel unfair.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 43 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make an enemy search the last place it saw you instead of knowing where you hide" (read_entry enemy-searches-where-it-last-saw-you) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP