Tag: AI

  • Weekly Update – July 21, 2023

    I managed to fix all of the priority 1 bugs on my weekly todo list. I didn’t expect to achieve this. The bugs were in complex subsystems such as AI and action handling, and I only had the weekend available because I went on vacation early in the week. Next week, I’m still on vacation…

  • 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…

  • 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…

  • 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…

  • 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…