AI [Alpha 13]
This update changes how AI works.
In the original Ending all directional execution occurred in the following order: up, right, down, left. This allowed puzzles to have finite solutions. But it also added a certain bias - enemies always considered up first and left last.
For Unending I chose to rotate where the AI started its search over 4 turns - starting at up, then starting at right, and so on. This encouraged more natural looking behaviour from the enemies. One can push this behaviour further by leaving breadcrumbs where the player walks (as I have done in other games).
After making some levels for the Player Turner I found that I rarely had 4 turns to shake out desirable behaviour from enemies. I had at most 1 or 2. I wanted the more predictable biased behaviour from Ending where it didn't matter what turn it was. I think this also made for better puzzles as symmetrical levels presented different solutions for what appeared to be identical paths.
Unending no longer rotates its execution order. I believe that this will allow players to develop better instincts about enemy behaviour and lead to better puzzle designs. It also means that the Ending dungeon is more faithful to the original.
Files
Get Unending
Unending
A turn based combat puzzle anthology
Status | Released |
Author | st33d |
Genre | Puzzle |
Tags | 2D, broughlike, grid, Roguelike, Roguelite, Turn-Based Combat |
More posts
- Sweeper [34]Aug 30, 2023
- Golem [33]Aug 18, 2023
- Release [32.1]Jul 18, 2023
- Ending [32]Jul 16, 2023
- MacOS [Alpha-31]Jul 03, 2023
- Conversion [Alpha 31]Jul 02, 2023
- MacOS [Alpha-30]Jun 27, 2023
- Axis [Alpha 30]Jun 25, 2023
- Thief [Alpha 29]Jun 14, 2023
- Hotfix [Alpha 28b]May 09, 2023
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