Monday, September 15, 2014

AI Extravaganzzzzza

WIP Woods graphic. Graphics aren't meant to be the highlight of the game, but they are provided in order to give a better sense of atmosphere than just plain text.
Been coding the AI and damage calculations for the game. The damage won't be just HP and whatnot, oh no. Implementing F=ma to its fullest extent here, every weapon has a mass, including flailing limbs. Different bones and armor types require different relative amounts of force in order to break or bruise or cut, depending on the materials impacted as well. Sounds somewhat complicated, but it's only marginally more effort to code than a basic HP system.

As far as AI goes, I've been prototyping the NPC behavior for a couple of days now. So far it's just rudimentary basics, making sure that they reply to commands like talk to, ask about, etc. As far as NPC-to-NPC dialogue goes, I have no clue how to tackle that. I want the game to feel natural rather than NPC's bumping into each other and automatically entering some conversation like two robots. Lots of emphasis will be based around player-to-NPC reactions though. I'm looking at examples like Postal 2, which actually had some surprisingly good AI considering the rest of the game's content.

Those are pretty much the only two concepts I'm working on now, and it's fun to see how I thought I'd spend longer just trying to learn the language I was coding this project in, but what can I say other than Python's one hell of an easy language to learn. If you can't learn it in less than a day you just weren't meant to be a programmer or something.

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