As stated in the last post, our Artificial Opponents class is wrapping up with an in house tank battler.
We already completed the movement part of that (kind of). Honestly, Capstone’s been eating away at most of our times (“our” being the collective class, including myself), so the quality of my movement AI and others was significantly weaker than it would’ve normally been.
Luckily (or unluckily, depending if our Capstone game makes it through), the final presentation is next week, so we’ll have more time to work on Artificial Opponents as Capstone moves to the backburner for the end of the semester.
As for the actual tank game, and plans – well, the first step is to fix the movement and actually get it working properly. That’ll be critical.
For the combat section, I figure I’ll be casting map-wide lines to check for friendly/enemy tanks in front of me. Fire if enemy, don’t fire otherwise.
I was imagining I’d have all 4 tanks line up in a diamond-square formation and just rotate as a massive supertank, covering all four 90 degree directions, that way the time to rotate in a circle is automatically cut by a quarter. It’s a big demand, I don’t know if I’ll be able to do that, especially if two tanks at different angles demand my attention, and I need to break them out of their supertank formation, destroy their enemies, then reform and continue moving.
I haven’t yet decided if this strategy will be best for attack or defense, but that will depend on how the scoring system is determined. If it’s best to go out, destroy tanks, pick up cash and spend it for better parts, I’ll go for that loop. If sitting in a corner and killing anyone who gets near using a spider-like supertank works best, I’ll go for that.
Only time will tell really, but for now, it’s all coming up Capstone, gotta get back to that. Until next post.