Might is Right

Path editor

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Meep game engine (our engine) has a concept of a path. A path is something that an object can follow, like an arrow flying from point A to point B, or a character walking somewhere. We want to add some birds into the game, and the easiest way to do that is using these paths. […]

Might is Right

Working on Critter AI

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Implementing critter AI, so far got the prototype working. AI is done using Behavior Trees, only a few lines of code: RepeatBehavior.from( SequenceBehavior.from([ PickWanderPathBehavior.fromJSON({ radius: 5, anchor, distance, axis }), StartAnimationBehavior.fromJSON({ name: wanderAnimation, repeatCount: Number.POSITIVE_INFINITY }), ParallelBehavior.from([ new CheckPathEndBehavior(), WaitForEventBehavior.fromJSON({ event: PathFollowerEventType.EndReached }) ], ParallelBehaviorPolicy.RequireOne, ParallelBehaviorPolicy.RequireAll ), StopAnimationBehavior.fromJSON({ name: wanderAnimation }), StartAnimationBehavior.fromJSON({ name: idleAnimation, repeatCount: […]

Might is Right

Teaching AI to defend settlements

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After the introduction of the Strategic AI we had a problem: enemy would capture the player’s settlement, but then leave it empty and undefended. It’s pretty boring to have to spend your turn just to take back an empty settlement. Quite unrewarding. So I have spent some time creating an AI module that allows the […]