It's time for bulleted lists. Do you like bulleted lists? I like bulleted lists.
I'm starting the work on the AI. The AI starts at one corner and works it's way down to the other corner of the game board, checking each square along the way. For each square, it tests for various factors and increases or decreases the perceived value of each individual square depending on what it finds. Then it examines the value of each square in turn and sets the destination coordinates (where it'll place the tile) to whatever square has the highest value. Here's the plan for beneficial tiles:
- Checks to see if it can get a 3+ match at that square. If so, it increases the value by a high amount.
- Checks to see if collecting that match sets up a combo for another match that turn. If so, it increases the value by a high amount.
- Checks to see if collecting that match sets up a possible match for the player. If so, it decreases the value by a high amount.
- Checks to see if there are any of the same tile adjacent to that square. If so, it increases the value by a small amount.
- Checks to see putting the tile there sets up a 3+ match for the player. If so, it decreases the value by a moderate amount.
- If it can't get a match and there are none of the same tile nearby it checks to see if placing the tile there will interfere with the player. If so, it increases the value by a small amount.
- If not, it checks how many unoccupied squares are around it. It increases the value by a tiny amount (more empty space prefered to less because it's less likely for the tile to get boxed in and become useless).
- Checks to see if placing the tile there interferes with any of it's own future matches. If so, decreases the value by a small amount.
For negative tiles, it skips right to checking to see where it can cause the most annoyance (avoiding any squares that would harm itself). The AI for technique use will come later once techniques are actually funtional. The AI will be scalable, allowing some enemies to be smarter or dumber and for the game to have multiple difficulty levels. Less intelligent AI will skip some of the fine tuning, mostly choosing to grab any matches for better or worse. Really dumb AI will increase or decrease the final value of a square by a random amount.
The Setting
A near future science fiction set on an earthlike world in a major city. It's semi-cyberpunk so you can expect many of the usual tropes. Corporate malfeasance, wide social gaps, cybernetics, technology changing society in odd ways, that sort of thing. I'm going to try to put a little more nuance than you'd normally expect, however. The big monolithic corporations won't automatically be villainous, just really human. The whole game will be set in a particular city and the surrounding areas. As much as I'm tempted, I'm avoiding most of the Blade Runner type cybernoir (even though your character is a detective). More CSI meets psychological horror than anything else.
Psychological horror, you say? If you read the doznotes file in my DoZ game you probably already know a little of what I was planning (although I'm changing some of it).
Your Character
You are a freelance detective working for private clients (whether they represent corporate interests or only themselves). You are not Sam Spade or Sherlock Holmes, you are not super-human (yet), and you are not a Dirty Harry maverick that gets the job done. You are, however, a little cracked from some of the things you've witnessed on the job. For my own amusement, your character prefers therapy and self-absorbed blogging to hard drinking. They're modern that way. You set the gender, appearance, etc.
The Story
I've got vague ideas on what I want to accomplish but I need to work on filling in the details. I know how it ends and several of the middle events. Basically, odd occurences and seemingly paranormal events start to plague the city. Some people begin manifesting psychic powers (or something) and what might be aliens keep popping in and out, scaring the shit out of people, attacking them, performing weird alterations to the city, spouting strange messages, or doing nothing in particular before vanishing back where they came. If you read the doznotes, you probably
think you know where this is going. I'm going to try to tell a semi-original story and thwart some of your expectations.
This post has been edited by Seventh Shade: 15 January 2010 - 07:18 PM