Posted December 21, 2025 by adfxgames
I made a new system for generating behavior for the opponent.
The opponent AI now has customized behavior based on their archetype and set in a data file for easy editing.
For example, the zoners are set to keep their distance and shoot, but also counter player coming close with a jab.
I found the concepts of goal-oriented action programming and setting behavior through an instruction set very helpful.
https://gameprogrammingpatterns.com/bytecode.html
Caves of Qud goal-orientated action programming.
I look forward to using this same opponent AI system for the upcoming adventure mode.
Edit:
Bug was fixed with grapple attack move in which player was allowed to try to escape it.