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AI

MicroRogue DevDiary #55 – Level flow improvements

While playtesting and planning on filling content, there’s a few missing things I still need. (Well, immediate things as opposed to a mile-long list of features I want to do.) So I’m doing a bunch of things that are best

Rudy September 8, 2018September 8, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #51 – Boss abilities

So bosses need abilities — special activated powers they can use periodically. I mean, they don’t have to have them, but it would feel silly if bosses are just big enemies that don’t do anything special. Players have certain unsaid

Rudy September 1, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #50 – Boss interactions

I need to do some boss stuff. The work si slow and tedious and requires lots of effort, but I also need that culmination of fighting for the game. Without bosses, I will be missing something critical in game loop

Rudy September 1, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #38 – Boss improvements

Time to make bosses awesome (more realistically, I’ll add some more framework for all mobs and special consideration for boss AI). Currently, my boss mobs are just enemies with larger sprites. And their AI wiring is exactly the same as

Rudy August 12, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #32 – Enemy improvements

I think I need to start thinking about my enemies. What types there are, what behaviour they have, how it related to their theme and level. What weapons they use, what abilities they have. How strong, fast, etc. they are.

Rudy July 31, 2018August 1, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #22 – Enemy betterment

Okay, more AI, but I’ll stop soon. I will also focus on refactoring, cleaning and generally improving my enemy and AI code. (It’s really important that I like the code, otherwise I won’t want to work on it. And “wanting

Rudy July 20, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #21 – Enemy desires

Since I removed all my brain state machine logic in favour of this new AI, I no longer have certain features I had, like seeking out the player. In fact, this will have to be done almost completely differently now.

Rudy July 19, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #20 – New AI

Now that I have a bunch of enemies being spawned in the dungeon, I need to make them smarter. Technically, I need to extend their capabilities, but make their behaviour fun-er. I want to have high standards for my AIs,

Rudy July 18, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #14 – AI

I really need to get some gameplay going. I don’t particularly want to spend time on temporary enemy logic, so I will just go ahead and write the “full” AI from the start. I expect different enemies to have different

Rudy July 8, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #11 – Path-finding

I already had an A* implementation, so I imported it into the project. Great post, see you next time!   Okay, so. I will need AIs in the game, and they will need path-finding. I cannot really do with straight

Rudy July 4, 2018July 25, 2018 MicroRogue DevDiary No Comments Read more

Recent Posts

  • MicroRogue DevDiary #112 – Final enemy types April 20, 2019
  • Guard clauses are not just for APIs April 14, 2019
  • MicroRogue DevDiary #111 – Gameplay tweaks April 11, 2019
  • MicroRogue DevDiary #110 – More enemy types April 9, 2019
  • MicroRogue DevDiary #109 – New enemy types April 8, 2019
  • MicroRogue DevDiary #108 – Enemy placeholders March 28, 2019
  • MicroRogue DevDiary #107 – Tile pallete March 26, 2019
  • MicroRogue DevDiary #106 – Tile and theme placeholders March 25, 2019

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