Thoughts


This week was an off one for me.  I couldn't really focus for some reason but I at least finished up the Node.js course on Codecademy. The last few bits were all about networking which I don't really see myself utilizing for the current project unless I implement an error reporting system. My next course of action is to take a dive into their Phaser.js course since that's going to be pretty much 1 to 1 experience for using rot.js and pixi.js. I'm interested in seeing what it has to offer.

I did have an idea for a sort of feature for enemy behavior patterns which I sloppily added to the GDD. I saw a god forsaken video titled "Shikanoko but it's a Markov chain" and got thinking about another older video that I can't for the life of me find about some adaptive cellular automata that learned to move to safe zones on a grid to avoid being killed off. This got me thinking of enemy behavior in TT. I thought it would be cool for enemies to start out not knowing what to do about your presence. They'd just do random actions and you'd probably beat them easily at first. Then they'd learn after you beat them over and over what sort of strategies you're weak against and be more prone to doing those types of things. I wanted to add special actions like calling for back up or even running away to this system depending on what sort of equipment you have on. It could also work in a way that would make enemies act sexually to the player if they're in a compromised situation, or if they player just sort of does that sort of thing often enough I guess. Either way, I think it could create an interesting dynamic of always trying to outsmart the other which would hopefully keep the game engaging, 

I can't think of much else to write about this week, so that's it for now.

Links to stuff:

Codecademy:

https://www.codecademy.com/learn

Things to remember:

Sometimes you have to keep trying instead of trying again

Follow your dreams, no matter how high the clouds are

Syntax. That god damn syntax.

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