I’m working on rewriting the AI, which is quite more work than anticipated. However, I am glad to let you know the AI is able to use the same super weapons as a human player can do.

Demo/Playtest session

Starting at the moment AI sends Fremen in…

Saboteur

The AI will select a random structure and move the saboteur into it.

Deathhand

Same goes for deathhand. This takes the longest time to ‘build’, the AI selects a random structure and attacks it. Since the deathhand is not very precise you can be lucky and your base will not be destroyed. However, if you are unlucky…

Fremen

The Fremen is – at the moment – a different AI that attacks the ‘enemy team’. When the AI is “Atreides” it can spawn the Fremen and they will attack any enemy unit/structure (randomly choosen). At the moment I don’t know what would happen in a Skirmish game (where the player AND the AI can be Atreides and thus spawn Fremen).

Comments are closed

Want to support? Please consider donating via Kofi.

Path finding progress demo... made it so I use a priority_queue, did X4 speedup. Nice! https://dune2themaker.fundynamic.com/video/new_pathfinder_02.mp4 #indiedev #gamedev #d2tm #dune2

Path finding testing is done on a map (64x64) where only 1 possible path exists between two corners of the map. I also found a bug in the heuristic function - it would evaluate too many cells. With that sped up greatly, but still needs to be faster.

Spent more hours on path finding. Still too slow! (100/200ms for 1 unit, finding 1 path is SUPER SLOW (on complex map)). Need to shave off more milliseconds.

It is not so hard to implement a new pathfinding algorithm. The harder part is to make it perform properly. Especially when you send over groups of units. #indiedev #gamedev #dune2 #d2tm #remake

Load More...