Advertisement Jump to content
  • Advertisement
Sign in to follow this  
  • entry
  • comments
  • views

About this blog

Also named "My incursion into AI"

Entries in this blog


What's this? (Project status)

Hey everyone, Volvary here. This is the first (and hopefully not the last) post concerning the game I developing to try my hand at complex AI building. What's my definition of "complex AI" here? To explain to you, I'll need to explain where I come from before this project. In the past, I have done a Top-Down Crawler in JS (here) and in it, there is two types of AI. One of them bounced diagonally from walls and the other bounced in a random direction from walls. Both of them had a second behavior where they would chase any player units who entered their range.
So these had two behaviors (idle walk and chase) and a simple behavior switch (player presence). Later down the line, I worked on a game named Legend of Iona, for while I worked as a code minion at first (writing new elements) then as a project manager the next year. While I was a minion, I worked on a simple behavioral system, which override the normal Idle-Chase behaviors and allowed us to create "lieutenants", units that used other minions to do their bidding. As some of you can guess, we basically made it a target acquisition at a longer range transferred to their minions. During Ludum Dare 32, I made a game named No Light Without Dark. Unfortunately, I had to drop the Dare on the second day, thus leaving the project to die before I could get into complex AI. A few weeks later, I picked up the project again, but having to start back from the beginning (Flash caused problem on my setup at the time and I had to switch to Unity) I lost everything and changed the game a bit. It lost the flashlight for a more conventional bullet cannon, units turned from shades to classic geometric forms enemies and thus I was ready to work on it. Before the project was dropped (life getting in the way, as with most of my projects it seems), I managed to make a few enemies, each having a specific movement pattern and a single attack, whether it was bullets or diving at you. Now, I am working on a Turn-Based Strategy game (you can think of it as a Fire Emblem/Advance War if you will) and I intend to make this new AI much more complex. Since this AI is not a single unit but a commander, directing up to a few dozen units, I'm about to put my feet in the majors if you will. So come with me in this journey, as I learn how wrong I am about AI complexity and I go "Why did I do this to myself?!" in every single journal entry. It'll be fun, I'm sure. Until next time,
Take care.



Sign in to follow this  
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!