Wake sleeping monsters by noise that adds up and fades
A sleeping beast should stir when you are clumsy near it and settle when you tiptoe away. A fixed wake-up distance feels fake, and adding every sound makes crowds wake everything. This entry shows a wakefulness meter that behaves the way people expect.
Why this works
Sleep is a level, not a switch. Noise builds up the loudest source at a time and settles when things go quiet, so careful play pays off, and a crowd is no louder than its loudest member, which is how a real sleeper behaves.
When not to use it
Skip it when a scripted wake-up suits the story better, or when monsters should simply notice you at a fixed distance, as in a quick arcade game. Then use a plain sight or distance trigger.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 15 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 "Wake sleeping monsters by noise that adds up and fades" (read_entry sleepers-wake-from-the-loudest-noise) 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