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.
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AI is tricky, all right. This sounds like a good start.
ReplyDeleteThings 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?