I was never impressed by decision trees. Technically we use decision lists, but some AI like the vulture is just a state machine. They all get the job done and are not hard to do, until you get to the gory details of what all of those decisions have to do to actually work.
Health < 50% run away. Cool, but to where? Taking cover is going to be one of the hardest parts of bandits, since what is cover in an arbitrary voxel world?
People love to gloss over the details, but the details are what take all the time and kill you in the end if you don't do them right.
Priorities get in the way of lots of fun. Last Friday I was thinking I could mess with the raft, but nope someone needed me to look at a light block bug. Today I was thinking maybe some raft time....nope new short grass needs to be tested, so artist can get feedback, which sounds simple except for the new mesh generation short g...
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