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?
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Reference: SketchyMaze/doodle#68
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