Hello and welcome to another DINODRIFTERS dev diary!
From the beginning, I wanted the animals of the prehistoric world to be intelligent - able to move and think for themselves on what their goal should be. This is what I want to talk about today.
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| Introducing Othnielosaurus - a zippy little herbivore! |
Other agents active on the same map can move inbetween your turns. They determine in what direction they move by reflecting upon their needs (they have health, hydration and energy too) and prioritising their most pressing one. If possible, they then locate a nearby source of water, food or prey and make their way there. If they can't find anything of the kind, they will wander until they do or another need overtakes.
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| Animals can move in all 8 directions between turns, just like the player |
The AI is adaptive and will take into account all the animal's statistics. They cannot find things that are outside of their range of smell and are limited by their bodily capabilities. For example, animals that are aquatic cannot move onto land and pterosaurs cannot swim. In addition, the terrain between squares can be blocked if the elevation is too great.
In battle, the AI of the animal takes into account its fierceness, speed and health. If they can run and fear you, they are likely to attempt to flee. Likewise if you're weaker then they will not fear you and may stand their ground.
Next diary, I shall talk about the animals themselves - what kinds there are and how they differ in terms of gameplay.
Until next time!


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