SpacemanSpiff
  • Member for 8 years, 7 months
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If an AI is sure it is going to lose, what can it do to make the game fun for the player?
3 votes

A potential problem with the endgame scenarios is that you change the already established win conditions in a way that could feel unfair to the player if they have a "certain" victory ...

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Unity - Basic AI Enemy Follows Player - Prevent Flocking Of Enemies Together
Accepted answer
3 votes

One simple way of doing it could be to make a few alternate versions of the script and have different AI profiles for the enemies (just give them a random one when created). This way you could have ...

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Realistically, how long would it take for 1 person to create a 2D isometric RPG?
2 votes

Doing a prototype could be a good idea in your case. Do it as small as possible, like a single room with one NPC, a little bit a dialogue and/or combat. This will let you: Try out the underlying ...

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How can I encouraging variety and diversification in food production?
1 votes

I would probably handle this by tracking subcategories of food. Lets say for the example you have subcategories meat, cheese and fruit but on the main game window they may all just be summed up as &...

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Weighted random events with conditions
0 votes

As I was writing this I arrived at an answer that seems "good enough" for me even if not necessarily the best one so adding it separately instead of in the question. My thinking right now is to put ...

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Register Enemies in game development
0 votes

You could look into the Factory Design Pattern. Using this your enemy factory class is the only place where you need to store the list of available choices. From your description you would be fine ...

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C# Monogame Enemy shooting at random intervals
0 votes

Can not see this part of your code, but could it be that you are initializing a new Random rand object on every iteration? That could make it start on the same sequence each time always giving the ...

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