Solasta: Crown of the Magister - AI Basics
In the dev-diary #5 for Solasta: Crown of the Magister you can learn more about the AI basics:
Have you ever wondered how creatures think in video games? Why did this orc decided to attack my warrior, while the other one decided to just hide behind cover? If you have, you came to the right place as I will be shedding some light on what sort of dark thoughts drive the AI of our vicious creatures.
When designing the AI system for Solasta, we wanted to make sure that it would best fit a set of objectives that crystallized what's important for us:
- The AI must be able to choose from a large variety of activities. The 5th edition ruleset is quite expansive, and creatures can have a plethora of actions available to them at any given turn. Attacking, casting spells, getting to cover, dashing, dodging, disengaging, shoving are some examples.
- The AI must be able to evaluate its environment properly. The verticality of our levels, the importance of light and covers must all be considered thoroughly when making decisions.
- The AI must be easy to create and modify. We should not have to alter the code every time we want to tweak some creature’s behavior.
- The AI system must be usable in both turn-based combat and real-time exploration. Maintaining two separate systems should be avoided wherever possible.
- The AI must be adaptable to different creatures' behaviors. Intelligent creatures should not behave the same as creatures that are more feral and sensitive to light for instance.
Release: In development