Halo: Reach
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Latest revision as of 13:17, 24 July 2011
This page is part of the History Of Game AI project curated by the AI Game Programmers Guild. |
Halo Reach | |
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Developer: | Bungie |
Publisher: | Microsoft Game Studios |
Year: | 2010 |
Platforms: | X360 |
Genre: | FPS |
AI Era: | Tactical Reasoning |
Halo: Reach is a first-person shooter game that was a prequel to the events of the Halo series. It takes the player on a series of missions that engage in combat against various forms of alien life, often in a squad-based environment.
Contents |
[edit] Description of AI Behavior
(What kinds of things was the AI supposed to do?)
[edit] Notable Behaviors
(What really special things did the AI have to perform that made it stand out?)
[edit] Architectures
[edit] Each Arch. Should Have a Heading Like This
This section is based on first-hand knowledge by AIGPG member, [Your Name Your Name]. ![]() |
[edit] Another Architecture
[edit] Post-Mortem
[edit] What Worked
[edit] Individual Good Thing
Something really went well.
[edit] Individual Good Thing
Something really went well.
[edit] What Didn't Work
[edit] Individual Bad Thing
Something really sucked.
[edit] Individual Bad Thing
Something really sucked.
[edit] Lessons Learned
[edit] Reception by Public
(Was there positive or negative reception from the players and/or media?)
[edit] References
[edit] External Links
(ADD LATER)