May 29, 2010

Clever girl…

The enemies in Telepath RPG: Servants of God are evolving! (Actually, I’m just rewriting their AI code again.) Some clever players have noticed that enemy attacks follow a familiar (and predictable) pattern of priorities, first targeting characters they can kill, then going for characters they can backstab, then going after characters who’ve already taken damage, and then simply attacking anyone they can get their grubby little claws on.

Well, now it’s the enemies’ turn to be clever. Once I’m finished rewriting the AI code, enemies will be less straightforward in their approach to choosing targets. Each enemy will take into account such factors as whether they can kill a character in one attack, whether a character can be finished off by someone else nearby, whether the character is vulnerable to a backstab, whether a character is a psy healer, whether the character is someone the player has to keep alive, whether a character is injured, and how many characters the enemy can hit in one attack. But the really cool thing is, they now take all of these things into account at once.

The new structure of the code may also have a side benefit of improving game performance. (Perhaps less impressive for you, but helpful for me, is the fact that this improved AI code also cuts out several thousand lines of now-unnecessary code from the game.)

  • Zhampir

    o.O Craig, I hope you’re not about to make then AI self aware now… ^^
    lol, I look forward to actually having a challenge.

  • Lukas Fest

    Well, that’s nice. A challenge at last! 🙂

  • FlyingFinn

    This is great! The game just gets better and better… 🙂

  • Edbob

    I just got scared into thinking maybe I will finally lose my first battle in this entire series. o.o

  • Barzul

    Ha… I just watched Jurassic Park like four hours ago. I sure hope they aren’t as deadly as velociraptors.

  • Jomo

    That’s sweet, you could always send in luca and they would always attack her because they could kill her before they factor in the whole physical resistance thing, making her extremly useful and even if she did die she came back without having to revive her. Plus they would always attack the guy with his back turned even if they could kill someone else.

    Good job guys, you make this game better every time I visit the website.:)

  • Mikew781

    What has priority?
    Does it factor in resistance?

  • KZ

    Great to hear that- AI is getting better over time and gives more of a challenge (given what a pain in the back in TPA2 the Greater Ghost was, I’d expect now more of the high level from other units as well). Looking forward to trying my hand once more with all the usual battles, etc. Seems quite a lot of progress is being made, what with the interface re-vamp, new in-game portraits, voice-acting, and now AI. Methinks I won’t be missing out on all this innovation for too long now (at min=2/3 more weeks)!

  • Craig Stern

    Hey KZ, welcome back!

    @Mikew781: the AI changes include tweaks so enemies avoid attacking solid state shields and characters with resistance if they have other, better targets in range. 😉

  • Heidrek

    That sounds great. But I hope, not all enemies will be that clever… Animals for example.

  • Barzul

    Ha… I just watched Jurassic Park like four hours ago. I sure hope they aren't as deadly as velociraptors.

  • Lukas Fest

    Wait a second… a new CHAT SYSTEM?

  • music man

    great game i would like to diguise why is it the music on the present demo is gone wich i did really enjoy the variouse
    sound track for each stage playing without i dont get the same feel for the game

  • scubapookie

    I'm still waiting for the mac version of the demo. An update on how that's going would be nice.

  • John Flame

    Hmm this can actualy bring alot tactic into the battles as you have to consider everything.Im worried about boss battles were you can get surrounded or cornered,but yay more challenges.

  • Just Some Dude

    howdie. I followed you guys a few years ago and it seemed like this was going to be a typical flash rpg and it'd be done by now so I'm amazed at how much effort and dedication you guys decided to put into this game to really try to make it more than a flash.

    Im impressed and can't wait for the final product. Keep up the hard work.

  • Just Some Dude

    Lots of grinding pre-boss battle always helps =/ lol

  • problemz

    iam complately out rage how the game freezes on the second battle when ur trying to free the worker on the work site

  • CraigStern

    I just fixed the bug that was causing that. Try it now.

  • Pingback: Downloadable Demo Updated! «

  • Im impressed and can't wait for the final product. Keep up the hard work.

  • Jesnylai

    the enemies shud move like 2 or 3 steps at a time instead of 1 step all the time cauz it makes them predictable.

  • CraigStern

    Enemies already do move 2 or 3 steps at a time. The only enemies that move 1 step at a time are golems and ghost knights.