Gearend Devlog #6 - AI Theory
Yo!
Here's a little testing footage talking about how I plan to do AI behaviors. If you think I blabber on endlessly, you're right! And a bit rude! Here's a shorter write-up:
My old method was a bit too complex; I think I can do something a bit easier this time around, and keep it properly simple and easy to work with.
The idea is to base everything around tracks that you can turn on or off, and that control which behaviors are being executed at any given time. It's basically lines of Finite State Machines strung together.
Each Track will have only one active Behavior at a time, though you can have as many Tracks as necessary. Each track also will have its own mode (Normal, Choice, etc) and its own controls (for reversing, toggling, clearing, copying, etc). The general idea is to make reusable behaviors simple and easy to use across the different games I make.
I'll get workin' on it tonight, probably.
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Anyway, thanks for watching! If you really like my stuff, feel free to throw me a bone by buying something over on my Itch.io page here:
http://solarlune.itch.io/
Or something over on my Bandcamp page here:
https://solarlune.bandcamp.com/
Thanks!