Tag: AI

CombatAI
Jan
26

Hallows’ Deep AI

So, it’s been a long time since I’ve posted. 2015 had me focusing on contract work, Unity Assets, and then migrating those assets to Unity 5. Now, with my coffers full (relatively speaking) and commitments honored, I’m focusing back on Hallow’s Deep. I thought video might be a bit more fun. So, here’s an early […]

Very early combat tests
Aug
19

The Beginnings of Combat

Combat is one of the essential parts of Hallow's Deep and I really want to make sure we do it right. Unfortunately, that means that it's no easy task. When I started tackling combat, I started thinking about things like: How does the goblin know there's someone near by? How does he know if it's friend […]

Attributes
Jun
27

AI: Attribute Modifiers and Factions

In the last post, I talked about data inheritance for the basis of my character attributes. After a week of using it, it's proven to work great and provided some additional benefits that I didn't expect. So, I've taken the basic construct and used it for factions, memories, and senses. In this post, I figured I'd […]

Game AI
Jun
20

Artificial Intelligence: Pieces and Parts

There's something really cool about watching creatures you create come to life. So, I'm excited to be at this part of Deep. It's the point where goblins, rats, and spiders go from static objects to living creatures. It probably goes without saying that competent AI is one of the more complicated parts of game development. […]