Wednesday, July 11, 2012

Artificial Unintelligence

Some time ago I came up with abstracting the control of a tank with an interface called a TankPilot.  Classes that implement TankPilot are able to control a tank, whether by reading real input from a player, or by programmatically making decisions.  Up til recently, I'd only created the HumanTankPilot implementation.

Last night, on a whim, I decided to create BlindComputerPilot.  It's exactly as smart as it sounds: BlindComputerPilot drives in a straight line until he runs into something, then pivots in place for a random amount of time before driving in a straight line again.  At other random intervals, he pivots having not run into anything, and at other intervals he fires a shot.  Really simple stuff, but fun to watch!

In the Arena Designer area of the game, I've started putting together load/save behavior.  Pretty soon I'll have to come up with a UI for choosing an arena. 

Any graphic designers out there want to lend some visual creativity?

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