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Table of Contents
Crit 2
This critique summarizes the work done since the initial Simulating Tribal Warfare in the Movable Feast Machine introduction.
My personal goal for this milestone: demonstration of complex behavior. Including:
- Base cohesion.
- Smarter infantry movement.
- Killing foreign tribes!
What's been demoed before
- AbstractTribal_Element: Base class, provides the tribe slider for all subclasses.
- Mine unit: spews out a bunch of Res.
- Base unit: Floats around gobbling up Res and spawning both Bases and Infantry.
- Infantry unit: Diffuses everywhere, doesn't do anything else.
What's done?
- Bases have a “stability factor” where they avoid moving if they are in a structure.
- Infantry units have a “move direction” attribute and have an element parameter that dictates how often they change direction.
- Infantry units can kill foreign (tribal) units.
Ideas
OO Abstraction
I might pull the following element parameters into the AbstractElement_Tribal class:
- Kill Odds
- Move/Kill Radius
It's possible that units may share similar behavior and should therefore all inherit from the same Abstract base class. They could then override Kill Odds and Move/Kill Radius as appropriate.
"Exhausting" Mines
Mines have a finite amount of Res that they can produce. After all the Res are exhausted they become destroyed.
A "Miner" unit
This unit takes a number of steps and then creates a Mine, sacrificing itself. Note that all tribes could use the resources produced by this Mine.