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

Open
opened 2022-01-18 05:17:41 +00:00 by kirsle · 0 comments

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
Sign in to join this conversation.
No Milestone
No Assignees
1 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: SketchyMaze/doodle#68
There is no content yet.