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Travis vs Troy 2: Day 2

July 2nd, 2009

So I started building yesterday and I hit a snag, and it’s the kind of snag that really has me scratching my head. Before I get knee deep in the actual development, I’m attempting to make sure I have all of my ducks in a row. This first nag I hit. AI…

Artificial Intelligence
This has been something that I’ve lacked in my previous games. Most of the games roll a random number or the enemy mindlessly wanders forward off a cliff. Never have I given any real thought to how I’m going to approach artificial intelligence on a project I’m building from scratch. So with this competiton I’ve decided that the enemy AI is going to have a predictable pattern that you can pay close attention to, and follow. Leading to easier defeats of the boss and the such.

I’m not going to attempt to come up with any crazy algorithms that anticipates what the player’s next move will be and preemptive strikes. Nope. I want a very old school feel to this next project, and I’m going to pull it off in a month.

Graphics
In the meanwhile I will be using blocks and squares to get my point across, this will only be the case while I am developing. So the first few videos you may(or may not) see will contain “programmer’s graphics” just until I manage to get everything up and running. Then I will focus more on the real artwork.