In response to Spuzzum
Spuzzum wrote:
This isn't directed at anyone in particular -- it's just helpful info for those who are interested in Finite State Machines.

Finite State Machines, in a nutshell, are AI routines which allow the AI to measure a situation and determine a standardised "plan" to follow. There are only a certain number of plans to select from, but because they are based on logical actions based on the decision, they can give an extreme semblance to realistic tactics. In other words, Finite State Machines often lead to what is known as Emergent Behaviour -- logic that you didn't code, yet which your AI seems to have.

I would separate these concepts. Emergent Behavior is cool, and doable in various different systems, but I'm not sure there's anything inherent about FSMs that makes them more emergent than other approaches. From my reading, concepts like "Needs-based AI" are probably more inherently emergent.

At the moment we probably wouldn't have a lot of emergent behavior, but I expect things to evolve/change a lot in a short period, so who knows.
In response to Deadron
The DDT is well under way with a turn-based strategy game that we're pretty excited about. And it uses text on the screen, which works quite well, thanks to Lummox's library.

Yep, Lummox's screen text looks spiffy in this game. And the game itself is shaping up very nicely so far.
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