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@limburger – giving AI a memory is what’s proving to be the hardest part of this whole project (and I’ve had some *real* head-scratchers in how to get four players, potentially across different time zones, to get their own physical boards up-to-date before taking their own turn – while keeping all non-visible pieces hidden from each player).
Because whenever a character goes out of sight of another, the easiest thing to do would be “choose a random action to complete” but it really did feel a bit lame during testing (although at the same time, as a player I knew that as soon as I ducked a character out-of-sight, they would be “safe” for that turn, as it was quite likely that the AI player would just wander off).
By far my game plays better when it’s two people against each over over the ‘net. I very nearly didn’t bother with an AI opponent. But I feel like a dice-based random-choice opponent was better that nothing – and now I’ve gone down a rabbithole!