DevLog 40 - GOFAI
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.

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.

Alright, my dears, take care and have a great week,
Tobi