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This is going to be a fair bit trickier than making the simple decision-maker. There are 2 main instances of this I want to see implemented, and fortunately they go hand-in-hand, with only a single difference between them. Both instances will use available data to predict the effect of each action available to them, and rank the hypothetical results in a handy-dandy list based on damage output. Then, the difference manifests. One chooses one of the top results, and the other chooses one of the bottom results. This will allow us to make low-level enemies even less party-wipey and high-level enemies even more so.
The text was updated successfully, but these errors were encountered:
mshoffner2
changed the title
Create more complex non-player character decision-making
Create more complex non-player character decision-making [3]
Feb 14, 2018
This is going to be a fair bit trickier than making the simple decision-maker. There are 2 main instances of this I want to see implemented, and fortunately they go hand-in-hand, with only a single difference between them. Both instances will use available data to predict the effect of each action available to them, and rank the hypothetical results in a handy-dandy list based on damage output. Then, the difference manifests. One chooses one of the top results, and the other chooses one of the bottom results. This will allow us to make low-level enemies even less party-wipey and high-level enemies even more so.
The text was updated successfully, but these errors were encountered: