DevLog 40 - GOFAI

alt text I’ve finally managed to write something in my production diary again. I’ve got a beer next to me and I’m in a pretty good mood.

Hello, I’m Tobi. I write about the development process of our game, Paul. Paul combines turn-based combat, dungeon crawling, and exploration in a hand-crafted world. This DevLog is a way for me to reflect on and document the different stages of development, but also for anyone interested in seeing how the world of Paul gradually takes shape.

The to-do list I meant to write about two weeks ago is written and almost completely done. But I’m not satisfied yet, so it’s time for a new list. HAHA.

I’m slowly getting a grip on the enemy AI. I now have a pretty decent Good Old-Fashioned AI (GOFAI) behaviour tree system to model their smarts, and the little guys are getting more and more flexible. I have to be careful they don’t get too clever and start sending emails for me.

Visually, things moved forward a bit too. Lots of small tweaks, mostly on the UI side.
For the next gameplay test, I’m thinking of just using one longer level that already contains a few key features, instead of several short ones. That way I can skip the world map for now, but I’ll have something showable and testable sooner. Whether that’ll be enough for a demo… who knows. Either way, I’m currently almost bug-free, and the transfusion into the new engine is nearly complete. So far I’m more than happy with what’s there. Everything looks a bit crisper now, and I really like the lighting mood. alt text
Alright, my dears, take care and have a great week,

Tobi