Bombs and Bullets Update 079 AI Armies and Squads


:: BnB ::

dev :: Commander Rad

tools :: Love2D, Blender, Spine, Affinity Designer, Affinity Photo, Zeplin, QGIS

web :: twitter.com/GamesBreakfast

progress ::

+ Continuing work on AI logic

+ AI logic will be split into three levels, unit, squad and armies.

- Unit-level logic affects both the player and AI, it's your basic auto-attack, auto-flee and other behaviors. (basically done)

- Squad-level logic is for small groups of units, mainly applies AI, but the player might see a bit of it as well. Mainly for infantry dismount and garrison type stuff (not done)

- Armies-level logic is for groups of squads, only applies to AI. Armies is how the AI will order units to scout, capture, attack, defend, etc control nodes.

+ AI army logic is based on basic dynamic control node information on the map. Basically, who owns what, what nodes are next to each other, the traversibility between adjacent nodes.

+ AI will simply build units according to a build queue, and the AI will group them into squads according to certain weights and conditions. Army will then take ready-made squads.

+ AI build queue logic is done, and it also builds units using the same logic, so that's nice.

+ AI building placement is done. The AI likes to build very square bases, frequently builds crosses and tee shaped bases

+ AI ordering units to get out of the way before placing a building logic is done

+ Lots of AI stuff to still work on yet. Honestly kinda overwhelming. Can't work on anything else, maps, world map, units, rendering, etc.

+ Added a lot of debugging features to see what the heck the AI is thinkin'.

+ YouTube channel soundtrack playlist is here:

+ Version 0.08 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets



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