Devlog 05: The big brain update.
I'm afraid this update doesn't include any new content this time around, but hopefully it will improve the game as a whole because this is the AI rework I had been postponing for a while.
Let's be honest here, most turn based game AI's aren't deep blue, many titles in the genre get away with completely random AI for the most part. My units could only pick an action based on their current mp and then choose either an allied or enemy target depending on the action they picked with varied degrees of intelligence and randomness as some units had a bit of custom code such as healers or some bosses.
This monument to Italian cuisine wasn't cutting it anymore so I reworked it into a more complete system which takes into account the current state of the board. Now units have "jobs" as you would expect from an RPG and behave accordingly. As an example, rogues will usually target the weakest enemy on the enemy team, healers will prioritize, well, healing and mages prefer to recharge MP over using ineffective basic attacks. I can also easily swap brains by changing the job, as an example I've been debating if the Taurus Warden should be a hunter instead, now I can make the change in 5 seconds.
Bosses are by far the most affected by this change as each of them has a unique job. This has required many balance changes, but I think the game should still be easy enough with smart item use. On that note, I need to make the store more available but I digress.
This update also fixes some leftover bugs from the last release such as level 8 being possessed by the devil. I have also managed to squash some living fossils all the way back from DD48 so I'm quite happy with that. There are other small changes to the UI which should make life a little bit easier, but I'm far from being finished on that front.
There's only about 1 month left until DD50 so from now on I'll try to focus on making more content. I've also been persuaded into setting up a Steam page so I want to start working on assets and looking into that possibility. You can always use more art anyways.
I think that's everything I wanted to document for now so once again thank you for playing, thank you for reading and I hope to see you in 2 weeks.
Afterlife Gladiator on Steam! Woooh!
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Afterlife Gladiator
A fantasy turn based RPG about dead people fighting each other.
Status | In development |
Author | Bakar |
Genre | Role Playing |
Tags | 2D, Fantasy, Godot, Indie, Pixel Art, Retro, Singleplayer, Story Rich, Turn-Based Combat |
Languages | English |
Accessibility | Interactive tutorial, One button |
More posts
- Devlog 38: Afterlife Gladiator15 days ago
- Devlog 37: Blank34 days ago
- Devlog 36: The Joy of Development50 days ago
- Devlog 35: Until it Shines65 days ago
- Devlog 34: Good News, I Had a Nightmare88 days ago
- Devlog 33: Viva la ActualizaciónAug 10, 2024
- Devlog 32: Watching Over MeJul 22, 2024
- Devlog 31: Born to SleepJul 04, 2024
- Devlog 30 : Obligatory Fishing MinigameJun 18, 2024
- Devlog 29: Six Frames per SecondJun 01, 2024
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