Opponent rpg behavior, done.


let's not call that AI please.

let me show you how I did my behavior tree for this rpg :
It simply area3Ds that define the rotation when entered. 

with my current setup I simply added that feature to the current rpg framework. it checks self if it's own turn, if yes, then he start detecting if anyone is in front then attack, if it detect anyone and have no one in front, it will turn depeding in which L/R part of the pie it's been detected.

it's very early in developpement stage but it's built in a way that appears very scalable.

The level design framework is mostly done

making new monster is repeatable:
    Taking the template (still tricky rn because not all stats are implemented)
    Updating the stats, art and animation
    coding new moves or reusing old one.

And that is it mostly, any units does not need to be integrated further in code. the monster template built in such a way that any enemy can also be played with any hypotheticaly (number) of units on the battlefield.

once I give a pass on the dialogue system, I could go a little further into story telling. which will sort of complete the simplest toolset(exploration/battle/dialogue) of a rpg of my own.

I did no yet written songs for overworld and battle. The trees are too small, I removed the mill because I made it without thinking...

I'm just having fun roleplaying as a solo gamedev, it's fun but never ending. As a matter of fact, making the effort of these devlogs ain't easy but it felt needed for me to give intention to my learning experience and portfolio building. and after now a year, getting kinda proud of what I can do.

Thank you.

Files

two_ducks_rpg.zip Play in browser
16 hours ago

Get Two immovable ducks RPG

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