Back again! So back in Part 2 we looked at setting up a system where our AI could gather stimulus produced by the player in our game world, this compromised of us creating the Perception event. These stimuli sources as you'll remember were sight, hearing, and touch. We looked at how we could set up … Continue reading Part 3: Processing the gathered stimulus data from our Perception event.
In this blog we'll look at how I setup the state machine and awareness system frameworks for my AI. For the state machine I am going to have the 4 base states that I outlined back in Part 1. These were Patrol, Suspicious, Searching, and Hostile as you'll remember. I also wanted an awareness system … Continue reading Part 2: Setting up a framework for the state machine, and setting up events for stimulus data gathering…
For me, knowing how to create a finite-state machine, or at least knowing how they are made so that you know what you're looking at when you come to one, is a useful set of skills for any game developer, but I think that it's mostly seen as a programmer necessity among younger designers, when … Continue reading Part 1: Designing the AI for my stealth action game.
At the start of the week I made some big life changing decisions, well at lest I started the wheels turning towards those big decisions. I've been back home for a few weeks now after being abroad for nearly 2 months. In that time as some of you may know, I climbed to EBC at … Continue reading Making life changing decisions
The New Intelligence: Practice App was a thirteen week project that we undertook as our Studio 3 class project. Our team consisted of nine team members, those members were made up of four designers and five programmers, plus our two facilitators. Over these thirteen weeks we participated in extensive interaction and game design, design research, programming, internal … Continue reading New Intelligence: Practice App – Post Mortem