Editor: override A.I. behaviors on mobile doodads #68

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opened 2022-01-18 05:17:41 +00:00 by kirsle · 0 comments
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Create a system where the user can override doodad A.I. on a level.

Example: drag a Thief in and turn on a "follow the player" A.I. to override its default of wandering aimlessly.

Impl ideas:

  • Actor config system: let a doodad define options it uses and each creature doodad can opt-in what A.I. patterns it uses (e.g. str value with enum of options)
  • Link system: more "technical doodads", link a Thief with a "Follow A.I." and the doodad looks for specially linked doodads to know which AI function to run

Can the doodad scripts share A.I. programs? make them generic?

Create a system where the user can override doodad A.I. on a level. Example: drag a Thief in and turn on a "follow the player" A.I. to override its default of wandering aimlessly. Impl ideas: * Actor config system: let a doodad define options it uses and each creature doodad can opt-in what A.I. patterns it uses (e.g. str value with enum of options) * Link system: more "technical doodads", link a Thief with a "Follow A.I." and the doodad looks for specially linked doodads to know which AI function to run Can the doodad scripts share A.I. programs? make them generic?
kirsle added the
enhancement
label 2022-01-18 05:17:41 +00:00
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Reference: SketchyMaze/doodle#68
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