Thrive or Die Dev Blog #4 - Artificial Intelligence

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Artificial intelligence is becoming more and more important in games these days. As Thrive or Die is going to be as random as possible, the AI needs to be sporadic as well. I can't just program in simple commands and daily tasks for NPCs or enemies to follow. Their actions need to be dictated by a number of environmental variables, and they need to be able to "change their plans" on a whim.


To start, all mobs (enemies, animals, NPCs, etc.), except players, are spawned into the world in a "faction" of sorts. Most animals are neutral, but some hold fierce rivalries with one another, and the results can be fun to watch! For instance: white wolves HATE grey wolves, and each will attack the other if they get close enough.
Bandits may attack players and other NPCs, but leave certain other humanoid enemies alone, or even "team up" with them if they see them in trouble.
Farmer NPCs need to know how to work their fields, but also be able to react to a number of triggers, such as someone harvesting their crops.


But artificial intelligence doesn't end with the world's fauna. Plant life is intelligent too!
Certain flowers will only grow during certain "seasons", plants will react to different weather, and pollination will likely be an issue as well! Some of these concepts have yet to be implemented, but the AI in Thrive or Die will be just as thorough as the world generation or crafting system.


I hope you've enjoyed reading this somewhat short dev blog entry, check out the other entries in the series, and just a reminder: I am looking for a pixel artist to provide original graphics for the game.

Dev Blog #3

Dev Blog #2

Dev Blog #1


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