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Re: Demo Game Plan

Adam D. Moss writes:
 > Reckon they will.  Look at the Mario series.  Every monster
 > that I recall is either on a timed loop (plants, cannons, flame
 > monsters), or has a very simple set of behaviour rules which isn't
 > dependant on what the player is doing (turtles).  The only exception
 > there is some of the end-of-level type bosses, but they're barely
 > intelligent.

Basically whatever we do monsters will be a state machines.
In the simple case, state is "walking left now" and transition
is "hit a wall, turn around".  Player is a special case as
user input can cause transitions.

Anyway, we can start with ery simple FSMs and move up to very
complex ones later.