Friday, January 24, 2014

End of Day 6 - Things work and AI and woo

So, it took a bit of time, but I successfully debugged my move-checking code: turns out a stupid decision of mine was allowing wrapping of movement in a very weird way (you could wrap around in an area of radius your movement range), but that is fixed, so movement is awesome and works.

I also implemented rudimentary AI, that follows the following rules:
If an enemy is in range, attack it
Otherwise, go to a random square you can move to

This is actually reasonably close to the final product, and I am surprised by how well it is actually coming along. Now that AI is fairly simple-ish and is likely to be finished over the weekend, two major things remain:

-Data
-Prettifying

I don't know which I will prioritize next, though they do kind of go hand in hand (oh, I need to add a new class, guess I need to get the sprite)

However, this means I may actually have time to meet my original goals of the game jam and incorporate some pokemonic mechanics into the game, yay for schedules actually somewhat working out.

And to make my game look more like a game, look: both sides have multiple units! ooh, ahh.

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