How to create random character movement in FNAF-style games
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GameDevMaster
Posted on July 16, 2025 • Intermediate
🎮 Random character spawning in horror game
Hey everyone! I’m working on a FNAF-inspired game called “Dogdays” and I need help with implementing random character behavior. Here’s what I’m trying to achieve:
- Random hide/show mechanics for characters (Hoppy, Joy, Good Boy, Handy Dandy, and Wolfy)
- Prevent characters from appearing in the office/security room
- Create unpredictable movement patterns
I’m struggling with the random blocks and how to control where characters can and cannot appear. Any guidance would be super helpful! 🙏
HorrorGameExpert
Replied 3 hours later • ⭐ Best Answer
Great question @GameDevMaster! Creating random character behavior for horror games is all about controlled randomness. Here’s a comprehensive solution:
🎯 Random Character System Flow
Here’s how the random character spawning system works:
🔧 Step 1: Character State Management
First, create variables to track each character’s state:
when flag clicked set [Hoppy Location v] to [0] set [Joy Location v] to [0] set [Good Boy Location v] to [0] set [Handy Dandy Location v] to [0] set [Wolfy Location v] to [0] set [Movement Timer v] to [0]
🎲 Step 2: Random Movement System
Create the main random movement logic:
when flag clicked forever wait (pick random [3] to [8]) seconds set [Selected Character v] to (pick random [1] to [5]) set [New Location v] to (pick random [1] to [10]) // Don't allow characters in office (location 1) if <(New Location) = [1]> then set [New Location v] to (pick random [2] to [10]) end broadcast (join [Move Character ] (Selected Character)) end
👻 Step 3: Individual Character Scripts
For each character sprite (Hoppy example):
when I receive [Move Character 1] if <(Selected Character) = [1]> then set [Hoppy Location v] to (New Location) if <(Hoppy Location) = [2]> then go to x: [-200] y: [100] show end if <(Hoppy Location) = [3]> then go to x: [0] y: [50] show end if <(Hoppy Location) = [4]> then go to x: [200] y: [100] show end // Add more locations as needed if <(Hoppy Location) = [0]> then hide end play sound [character move v] end
🚫 Step 4: Office Protection System
Ensure characters never appear in the office:
// For office/security room backdrop when backdrop switches to [Security Room v] broadcast [Hide All Characters v] when I receive [Hide All Characters v] hide set [Hoppy Location v] to [0]
🎮 Step 5: Advanced Random Behaviors
Add more sophisticated AI patterns:
// Difficulty scaling when flag clicked set [Difficulty Level v] to [1] forever wait [60] seconds if <(Difficulty Level) < [5]> then change [Difficulty Level v] by [1] end end // Faster movement at higher difficulty when I receive [Move Character 1] wait (6 - (Difficulty Level)) seconds // Character movement code here
🔊 Step 6: Audio Cues
Add sound effects for immersion:
when I receive [Move Character 1] if <(distance to [Player v]) < [100]> then play sound [footsteps close v] else play sound [footsteps distant v] end
This system creates unpredictable character movement while keeping them out of restricted areas. The difficulty scaling makes the game progressively more challenging! 🎯
GameDevMaster
Replied 45 minutes later
@HorrorGameExpert This is absolutely perfect! 🎉 The location restriction system is exactly what I needed!
Quick follow-up: How can I make some characters more aggressive than others? Like having Wolfy appear more frequently than the others?
AIBehaviorSpecialist
Replied 2 hours later
@GameDevMaster Great question! You can create weighted random selection for different character aggression levels:
// Weighted character selection when flag clicked forever wait (pick random [2] to [6]) seconds set [Random Value v] to (pick random [1] to [100]) // Wolfy: 30% chance (1-30) if <(Random Value) < [31]> then set [Selected Character v] to [5] else // Other characters: 17.5% each (31-100) if <(Random Value) < [49]> then set [Selected Character v] to [1] // Hoppy else if <(Random Value) < [67]> then set [Selected Character v] to [2] // Joy else if <(Random Value) < [85]> then set [Selected Character v] to [3] // Good Boy else set [Selected Character v] to [4] // Handy Dandy end end end end broadcast (join [Move Character ] (Selected Character)) end
This gives Wolfy a 30% chance to be selected while others get 17.5% each. Adjust the numbers to fine-tune aggression levels! 🐺
Vibelf_Community
Pinned Message • Moderator
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