After releasing a barebones demo of Bout O' Wizards for DemoDay12 I kept fiddling around and still made some progress, but ultimately I realised I couldn't make it fun to play. So the project is buried and a new one started. Fiddled around for a week or two to get some basic knowledge for grid-based strategy going.
Now I am working on a new project, Conscription. On its page you can read the dev-diary up to the 19th. Here's to the death and rise of the dev in me. Let's hope he'll last.
Showing posts with label Godot. Show all posts
Showing posts with label Godot. Show all posts
2017-02-20
2016-12-05
Releasing GOAP approach and first GDScript based datastructure
The last few weeks I have been working on a prototype system based on GOAP (Goal-Oriented-Action-Planning), which is a system for game AI allowing agents to formulate a list of actions from an action pool given to them to fulfill a set of goals. Creating it was mostly fun, albeit sometimes frustrating, but in the end I am proud of what I have accomplished. Instead of doing the sensible thing and start working on a game utilizing this system, I have started working on other things. Just letting bitrot get to the code would be a shame, so I decided to build an example project and release the code.
You can find it here.
The GOAP code uses a priority queue datastructure, which I have decided to release again separately. You can find it here.
You can find it here.
The GOAP code uses a priority queue datastructure, which I have decided to release again separately. You can find it here.
Subscribe to:
Comments (Atom)