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people:lucas_nunno:project:crit2

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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.

What's left?

people/lucas_nunno/project/crit2.1413226598.txt.gz · Last modified: 2014/10/13 18:56 by lnunno