Zetheros
Developer
Hey Exanimates,
We've had a productive week with the new beta release which people seem to be really enjoying, followed by many important bug fixes for the new arena mode and the game in general. We mentioned last week that we'd like to make some improvements to combat AI to make the new matches more fun and engaging, and this seems especially important for the tournaments, where significant prizes are involved.
The last few days we've been working on the AI, we're building a framework for the tactics system, but before we start really introducing tactics we wanted to establish a better baseline. Right now the AI has some very exploitable behaviours that we're tying to fix. We've tested a couple of early builds with Insiders, but we've had some important breakthroughs since, things look quite promising.
The tactics system is something we came up with to make the AI less predictable and to give it more personality. The idea is that every NPC has a repertoire of different tactical behaviours and actions (e.g. different positioning, feints) that they alternate between and use in combat. Every time an NPC gains a skill they also gain a tactic, growing their repertoire and developing their own unique fighting style.
We've got a few more procedural weapons almost ready to go and we'd like to test out some AI improvements so we'll likely update the beta again very soon.
Have a great week!
-the BM team
We've had a productive week with the new beta release which people seem to be really enjoying, followed by many important bug fixes for the new arena mode and the game in general. We mentioned last week that we'd like to make some improvements to combat AI to make the new matches more fun and engaging, and this seems especially important for the tournaments, where significant prizes are involved.
The last few days we've been working on the AI, we're building a framework for the tactics system, but before we start really introducing tactics we wanted to establish a better baseline. Right now the AI has some very exploitable behaviours that we're tying to fix. We've tested a couple of early builds with Insiders, but we've had some important breakthroughs since, things look quite promising.
The tactics system is something we came up with to make the AI less predictable and to give it more personality. The idea is that every NPC has a repertoire of different tactical behaviours and actions (e.g. different positioning, feints) that they alternate between and use in combat. Every time an NPC gains a skill they also gain a tactic, growing their repertoire and developing their own unique fighting style.
We've got a few more procedural weapons almost ready to go and we'd like to test out some AI improvements so we'll likely update the beta again very soon.
Have a great week!
-the BM team