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Flash game: Neolithic, concepts within AI

If you have been to the pages within my site, you’d probably notice that my newest upcomming flash game is no longer untitled. I call it “Neolithic”, click here for more info about it.

The update: the core engine is finally done, I think, but expecting bugs. I just have to add some more AS classes to incorporate different AI patterns per troop/groups of enemy.

The concept: the enemies are controlled by the playerAI per group not per character although there is still a basic AI concept for each character which is all the same.

Per character AI: the character attacks if enemy get within sight, positions himself so the enemy would be in proper range, uses shield if attacked whenever possible (chance to block an attack w/ shield).

In summary: every time a character does not know what to do or a specific event has been triggered, it asks the playerAI for a command, and there goes the script that would decide what proper command to order that character or the whole group.

For instance: you sneak attacked on only one of the enemies. Without playerAI; only the enemy that has been attack will counter attack according to its basic AI. But with playerAI; at the moment the enemy gets hit he reports/asks to the playerAI, then decides to counter attack with the whole group.

The future plans: with the different playerAI I could specify event triggered enemies and various AI capabilties like offense, defense, coward like, suicidal, boss flexibility, ambush events and a lot more than I can imagine, I just hope I can do everything I can think of.

Also I am still optimizing the scripts for the game to render faster since I decided that this game could be categorized as a side scrolling RTS w/ semi-RPG (tile-based). So piece by piece I’m about to finish basics of this game.

Just an after thought: I’m just thinking on making my own tutorial with these concepts; I’ll probably start with the simple and not so common basics.


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