Expeditions: Rome - Dev Diary #14 - Combat AI

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The new dev diary of Expeditions: Rome continues the discussion on combat, this part focusing on AI.

DevDiary 14 - Combat AI

Ave and happy new year! Although the Logic Artists office has been closed between Christmas and the new year, several members of the team have enjoyed hanging out on our Discord server to chat with all of you who are eagerly awaiting our fast approaching release date. We've also been monitoring the Steam forum to see what you guys thought of the demo, and the reception has been heartwarming. It's truly wonderful to see how much you loved what we showed you of the game, and if possible, we're now even more hyped about releasing Expeditions: Rome to the world on the 20th of January (this month!) so you can all get to experience it for yourselves.

Today's dev diary follows up on our diary from just before Christmas, which laid out how we go about designing a good combat encounter. This week we're going to talk about how the AI has been designed.

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Logic Artists made a two-part Twitch stream covering dev diaries #13 and #14, so on combat.

Expeditions: Rome | DevStream 13 - Building a Great Combat Encounter
3'44 - start and intro
9'44 - Q&A on dev diary
27'50 - Gameplay in a coastal village in Gaul

Expeditions: Rome | DevDiary 14 - Combat AI
(actually it's the 2nd part of the same stream - gameplay continued)
19'30 - more Q&A

They'll talk about the companions next week, and release a short trailer on them. If you post questions in their forums before the Wednesday stream, they'll try and answer them during the stream.
 
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