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Finally, I can beat my game!

Finally, I can beat my game!
Name:Scott Coursey 
Date Posted:Dec 30, 2006
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A little bit ago, I wrote about how I could not beat the AI in my game. I've taken some advice and worked more on it. Now I can proudly say that I can beat the AI. It's not a hard thing to do - it just takes some muscle. I also have the units set to flee a fight if they're too badly damaged. And, if you've captured all the AIs Keeps, the units don't have anywhere to go. So, they just run for their lives. It's kind of funny to see them scamper away.

Also, I've updated my OmniGraffle script if anyone wants it. You can now directly insert echo'ed comments in the decision tree. It's not a major update, but it really helps in debugging things.

Oh, and another major change I've made is the ability to pan and zoom on the screen. Originally, my game was set at a fixed map size and camera view. Now, the maps can be as big as I want them, and you can zoom in really close for detailed views or pull back to see what's going on all over the map.

Yay! Onward!

Recent Blog Posts
List:01/24/07 - Claude gets a makeover
12/30/06 - Finally, I can beat my game!
12/24/06 - My AI is so frustrating
12/22/06 - Progress on strategy AI...
12/17/06 - Gotta love scripts...
12/12/06 - My brain hurts...
11/29/06 - Raiders of Leeros pre-beta DEMO
11/26/06 - Filtered Movement Maps Done

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Maxwell Marsh   (Dec 30, 2006 at 09:20 GMT)
Glad to see you can beat your own creation, just don't give this AI any movable robotic parts or anything.

Shiraz   (Dec 31, 2006 at 21:54 GMT)
I had a similar problem when I wrote my own RISK game sometime back. I figured I'd be the only one who really had a chance of beating it since I wrote the AI but it started doing things I didn't expect and kicked my ass! Sloppy programming or spontaneous neutral net?

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