Friday, January 24, 2014

Day 6 - A fix, then into the abyss (that almost rhymed)

So, first I need to fix out what is wrong with my movement code that makes it break only sometimes, and then I need to begin working on what may be the hardest part of all, making the AI. I do have some ideas for how to do this though

So, AI:

There are two basic principles that I think I will try to use to guide my AI:

1. Move towards the player ('towards' of course being non-trivial to define)

2. Target weaker units of the player for attacking (this involves developing some metric for "weakness", which gets even more complicated if you factor in effectiveness of certain weapons against certain units

I have the advantage that FE AI has never been known for being truly ingenious, and thus I do not need to do a perfect job to be content, but nonetheless, it is far more complex than something like pokemon AI.

Once AI is working, there are only a few more elements left to be implemented until I have something that is at least passable as a playable game, and then I could work on adding content

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