Weekly Update – June 12, 2026

Enemy AI: Another (Hopefully Last) Overhaul

I replaced the hybrid hierarchical/utility AI with a much simpler prioritized sequence of condition checks. As intended, the new design is easier to work with and debug without compromising meaningful functionality. Now I need to add support for more abilities (buffs, debuffs, healing, escaping) and items.

Smarter Random Room Generation

A while ago I created a random room stocker to complement the themed rooms. It stocks rooms by stacking randomly-selected layers of content. There are layers for enemies, objects, items, hazards, structures, etc. This approach produces a lot of interesting, sufficiently challenging and rewarding rooms, but the rooms are usually incohesive and illogical. And, while each room has a unique selection and layout of elements, each room plays out the same way: kill the enemies, avoid the hazards, get the loot. I’m refining the random room generator to improve cohesion and vary gameplay more from room-to-room.

Next week, I’ll be working more on enemy AI and random room generation.


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