This weeks main focus for development was the AI and is role among the world. The AI will be the players main source of profit in the world. They will work, eat, attend jobs , sleep and explore the world.
I decided to use a simple A* path-finding algorithm for the AI that will allow them to navigate the world without running into objects and get places easy. It uses a grid based system which also features dynamic pathfinding. For example here you can see an empty area with walk-able areas (The green tiles)
Now you can see I added some cubes (representing buildings), the tiles below these cubes have turned read which are now no longer walk-able. (bonus points if you noticed you can rotate buildingsin this build)
Some thing I feel really strong about in TrashScape is building a community, not a city. In games such as simcity you run massive expansive citys with thousands of occupants, none of which you care about. In TrashScape I would rather have 30-60 AI all realistic working, living their lifes and being realistic. For this reason I have created and AI that, like a player would in a survival game, has their own goals, aspirations and needs.
Obviously such a huge undertaking is not going to happen in a week so in the mean time here is a screenshot of an AI working a stall and some others buying from it.
In the coming weeks I hope to get the AI implemented. This will involve having houses, beds, jobs, money, trading and more.
Thats about it this week, stay tuned. In the mean time please follow the game on indiedb, twitter , and facebook.
This looks really interesting. You just got one new follower!
Thanks Raden, don't forgot to follow us on some social networking sites for smaller updates. Fine most them here Glasshousegames.com