Tag: AI
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Weekly Update – September 30, 2022
This week’s activities were all over the map. New Abilities Kill Touch and Charm Animals. Kill Touch instantly kills an adjacent target. I need to put some limits on this, such as resistance for stronger enemies. Charm Animals charms all animals in a 5×5 square Warding Glyph. Places a glyph on the ground, visible only […]
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Weekly Update – September 23, 2022
I threw away a big chunk of the code that I just wrote last week for Stat Modifiers. I made this decision when it became evident that maintaining a running sum of all Stat Modifiers for each Stat Type wasn’t worth the complexity. I originally chose this approach for efficiency; since the modifiers didn’t change…
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Weekly Update – August 19, 2022
This week, there were lots of miscellaneous improvements that stemmed from play testing. The summoned swarm of giant rats continued to be a source of both AI improvements and entertainment. I took great sadistic pleasure in hitting one of the rats to turn it against me and then watching its brethren surround it and rip…
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Weekly Update – August 12, 2022
Adding a new ability to summon a swarm of giant rats nearly derailed my plans for this week (and potentially the next few months) when I tried out the ability and, to my surprise, the rats started attacking each other. I realized that there was no way of indicating that the rats were both allies…
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Weekly Update – August 5, 2022
Resurrection ability particle effects. I mentioned last week that implementing Resurrection was simple. However, this week I hit a snag when I tried adding particle effects. The particle effects were triggered to start at the same time that the Resurrection effect itself started. This didn’t look right because the corpse would change to a living…