Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Artificial Intelligence in Turn-Based RPGs
#4
I hate stat-changing skills because they eat up a turn that could be used to deal damage. Make sure your stat skills change stats enough to justify using them in the first place.
Charlie has a very good basis for an "intelligent" AI, thumbs up for that. Would you consider adding a little "random" into it too? Otherwise the AI will be a completely efficient killing machine and very tough to beat - a human doesn't always make the most effective choice. You could decrease this random factor for powerful bosses and increase it for "stupid" enemies like animals, berserkers etc.

You also want enemies to gang up on weaker characters, or characters who give the player a tactical advantage. If a healer is in range, hit them, and hit them hard.
Reply }


Messages In This Thread
RE: Artificial Intelligence in Turn-Based RPGs - by MetalRenard - 04-06-2013, 10:00 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
   State resistance based on number of turns or effect magnitude instead of chance DoubleX 1 3,121 07-24-2020, 05:05 AM
Last Post: DerVVulfman
   skill in RPGs unwashedmendicant 5 7,558 06-04-2017, 08:07 AM
Last Post: MetalRenard
   Multiplayer Turned Based Battles? thephantom 4 6,208 04-22-2015, 05:49 AM
Last Post: thephantom
  RM-Based Windowskin Generator Project PK8 4 9,092 05-09-2012, 05:17 PM
Last Post: PK8



Users browsing this thread: