No. They dream of fire and hate and irritating the hell out of me.
I suppose I should back up a bit. For the longest time, the AI of the player’s worshippers would only bounce back them and forth between their house and the nearest source of food depending on how hungry they were. I tried to expand the behaviours by including a stat called ‘energy level’ that would decrease over time and would trigger the return home behaviour if it dropped below a certain threshold. i also included a wandering behaviour that would trigger whenever other, more important behaviours weren’t active. Apparently this was a mistake as it completely blew the minds of the AI worshippers to the point where they’d either jam up forever or completely freak out depending on what minor changes to the code I had last made.
It took two days and a completely revamped AI system to fix this issue, but now the AI will wander around until they get hungry or tired and then walk to the nearest food source or their house, respectively. When they’re full and well rested they’ll begin to wander around again and the cycle starts over. I also included a repeating check to see if the AI has a house. If they have a house the AI does nothing, but if they don’t have a house they’ll try to get one from the game manager. If the AI still can’t find a house they’ll then start to wander around the map (unless they get hungry in which case they’ll go to the nearest source of food and then start to wander around).
As you can guess from the above paragraph, the behaviours themselves are pretty simple but we’re already starting to see them come together in fairly complex ways. Embedded below is a video of the current state of the game. It should be Fun to further improve on the AI.
Check out the AI in action here: