Spielerando

Give enemies a human reaction delay so they aim where you were, not where you are

Enemies that always know your exact position this very frame feel like cheats, and a fixed delay built with a list of recent frames changes with the frame rate. Here is a short memory of where the player was that gives every enemy its own reaction time.

Why this works

Real opponents react to what they saw a moment ago, not to the present. Letting an enemy look at an old position makes it beatable by moving unpredictably, and keeping the delay in seconds makes it feel the same on any screen.

When not to use it

Do not use it for machines that should be perfect, such as turrets or lasers, or when you want enemies that lead their shots. Use direct aiming, or a guess of where the player is heading, for those.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 35 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 "Give enemies a human reaction delay so they aim where you were, not where you are" (read_entry enemy-sees-the-player-a-moment-late) 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