Matt Klingensmith has a very good overview up at Gamasutra today on task-oriented AI in the procedural-voxel game DwarfCorp.
I need to process it further, but a quick read reveals some great legwork on core systems for how to represent and manage tasks for actors in a systemic game. There's theorycrafting and code examples -- it's fascinating stuff.
Josh and Sean might get something out of it, but I think some of us out here who've been thinking about LT's possible "Project Management" features might discover some idea-sparkers here as well.
Post
Tue Aug 01, 2017 6:18 pm
#2
Re: Robust Task AI in a Procedural World
Ooo, thanks. I need this for Purgatory. (eventually)
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);
Post
Mon Aug 07, 2017 8:15 am
#3
Re: Robust Task AI in a Procedural World
Very neat stuff! Enjoyed reading it, and probably will again soon to process it a bit more thoroughly.
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