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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
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.