I made further changes to the Campaign missions AI and implemented some behavior for mission 1 though 6. I usually test this with debug flags which greatly reduces the balancing of the game (in favor of quick testing).

Today I did a playtest session with the ‘normal’ game rules without any debug flags, and I’d like to share this playtest session with you.

I play Atreides, mission 1 through 4. Notice how the AI becomes more and more aggressive. There are also some noticable bugs, which needs to be ironed out before the release of 0.6.0.


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Version 0.6.0 – YT Demo
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Hey #IndieDevHour,
I'm excited to announce that I'll be releasing #UnDUNE2 THIS weekend! 😅🗓
It's a full #Pico8 demake of the classic "DUNE II" game, which I've been working on (+off) in my spare time, alongside @gruber_music

#IndieDev #GameDev #PixelArt #RetroGaming #DOSgaming

TIL: It is not required to have beautiful code to have a succesful #indiegame. Whenever I think my code is bad, I look at VVVVV's code and imagine that code is but a part of the whole and not required for success :) (see https://github.com/TerryCavanagh/VVVVVV/blob/master/desktop_version/src/Game.cpp)

Testing AI is sometimes hard in debug mode. You get nuked within minutes. But I got to see what I wanted, (Harkonnen response on me attacking/approaching their base). Which is ok! :) #gamedev #indiedev #d2tm #dune

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