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Report RSS Unveil Artificial Intelligence

A revamped AI system that is more flexible, easily extensible, and with clearer limits. Allowing for the smartest and most challenging creatures to be born.

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As many of you know, the game has a good AI making every fight challenging, instead of raising the bar with just more buffed up enemies. Well, that just got even better.

I've migrated the current AI System to a new one, also developed by me, which is highly modular, API oriented, and allows to easily add new strategies to some or all enemies with clear boundaries, without overwriting critical objectives.

Potential Actions (or skills) the enemy may use are now parsed and categorized by tags. Say, a powerful move may have the tags :damage, :damage_high, :speed_slow. Even if you don't really know the exact moves the Enemy has, you can still code for a moment a finishing blow is suitable, to use a :damage skill, and then suggest :damage_high, :damage_medium as secondary tags. High by being first will have priority, while Medium acts as a fallback.

Interestingly enough, you can request many other things. From requesting one that has a lot of buffs, to one that is fast to make sure it hits a fast Player, to whatever it needs. And it relies on the previously created Memories system and an all new Priority system, to prevent some strategies to override a much more important decision called by another strategy (in example: when Health is low, a :heal move will come in with high priority to make sure no other strategy can overwrite the move type to use on that round).

This will allow the game to grow easily with the help of other fellow developers willing to have fun with the AI, without needing to know how the battle engine exactly works. You just ask statuses, and call out abstract moves, for the system to pick the correct one on the user Enemy.

Good luck guys. You're gonna need it.

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