Wednesday, May 12, 2010

Baddy Movement

One of the hardest thing I've had to deal with is creating the AI for the enemy player. Yesterday, I was finally able to make the "baddy" interact with the walls and dWalls. Right now, every 50 loops, the baddy picks a random direction and moves that way. If he runs into a dWall, he drops a bomb. This is obviously not the most efficient way of doing it, but theres not much else I can do right now.

1 comment:

  1. AI is tricky, all right. This sounds like a good start.
    Things you could then add:
    Do you want the baddy to home in on the player?
    If the baddy has dropped a bomb, should it try to escape its own blast pattern?
    What are the baddy's goals? ("What's my motivation?") How does it decide how to meet those goals?