AI is hard


 I've been having quite a bit of trouble getting the wolf to "behave", trying to make it so it doesn't just do the same things over all the time. No wonder so many games (oldSpace included) just settle on the old "chase player until in range, then attack, rinse and repeat forever" method. I think I need to step back and see this thing as a whole, maybe doing one of those tree charts, instead of just adding and patching code as I go. Or just go in small increments; like just the idles, then idles + basic movement left or right, then turning on walls and so on. But I think I'll work on this off stream on the week, and instead do art streams these next ones.
Actually, I've been thinking about this for a time, regarding how boring it is to just watch a wall of code while I frantically scroll up and down bug fixing. I think I'll step down these a bit, and only stream the game when I have testing to do; like testing the game trying to complete a playthrough or a specific mechanic; I mean, as long as I can manage to keep a weekly report with the progress, and preferably some images/gifs it would be ok right?

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You got this Uriel. <3 I'm glad you have time to work on the game now.

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it may be worth taking a look at the way Doom deals with AI. decino did an excellent video about it and the lessons can be applied most anywhere.


generally when i'm making an AI i try to imagine how *I* would play were i controlling that creature manually, boiling down the decisions to the simplest set of rules.
on the flipside sometimes having dead simple enemies is fine too.

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enjoy the game. hope all works well for ya.