Welcome to the second development blog of Steel Gear: Stalingrad. The delay of a new blog post is due to the preparation of the Kickstarter campaign, so these days there is a lack of development activity. For this post, I am going to talk about the Artificial Intelligent (AI for the future) system and the AI units.
The game will have very large maps and in order to maintain the fun of the gameplay it is very important a good AI system to populate these maps with units and events. For this propose, there are two features in development.
One of them is the AI units themselves, this units use the same tanks as the players, the only different thing is the navigation system, this one is exclusive of the AI units. Also the AI units have two behaviors; the first one is the normal behavior, in this mode the AI unit will go to its destination, if it spots an enemy tank, it will try to destroy it but if the AI unit loses the target, it will continue to the initial destination. The other behavior is named as “Seek and destroy”, the behavior is the same as the normal behavior but in this case, if the tank loses its target, it will change its destination for the last known position of the enemy target.
The second feature is the Side AI Command; this system has the duty of to lead all AI units of a specific side (or team) to take the map objectives. This system evaluates the map situation and determines the mode and the destination of the AI units every 5 minutes. It will be able to change the main destination of an AI unit if this unit has reached its destination. The next chart shows how the AI Command system determines the destination and the mode of every AI unit:
In the following video you can see both systems in action:
This is all, thank you so much for reading. Stay tuned to the project's social media account because the crowdfunding campaign is close.
Beral, developer of the game.
Read Original: Steelgearproject.com