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Posts Tagged ‘AI’

Unpredictability and control in turn-based combat: an examination

Unpredictability makes art interesting. Twists of plot, unconventional characterizations, and surprising character development engage a reader’s imagination; unique instrumentation, sudden shifts in time signature, or an unexpected chord progression delight the ear. So is it with games. Exploration, experimentation, discovery: all of these depend upon unpredictability, on gaps in the player’s familiarity with the game. […]

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, […]

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