I've gone over to Touch Arcade and asked for people's input on what they would like to see from enemies in an RPG. What I would like to do is take people's suggestions, interpret them into prolog-esque rules and then build the enemy AI to interpret those rules. Hopefully this will make the battles feel much more dynamic than the repetitive attack spams that a lot of party-based RPGs are (still love 'em though).
As I continue to build the battle system and reading people's thoughts on random encounters and grinding, I become more and more convinced that the way to go will be to have fewer battles that are longer and more engaging. To be honest, I'm not sure why more games haven't gone this route. Having longer and more engaging battles just ups the importance of good AI.
After reading tons of forums and
I look to have more on the AI and battle in general towards the end of the week.
-Lazer
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