devember 30th — random spawning
Mobs randomly spawn, and soon becomes way to many for the engine to handle. Need to tune down spawn rate with number of mobs in play to keep the number reasonable.
Next related
devember 31st — wrap up?
Didn’t quite make the promise of one hour every day, but overshot on the average instead. It was a fun experiment, and useful brush-up on old skills.
Previous related
devember 29th — regenerating health bars
Health slowly regenerates, and health is shown under actor sprites as a green->red color changing percentage bar vs max health. Randomized result resolution for attacks.
devember 28th — ruling brains
Mob brains now run a RuleSystem to evaluate their options.
devember 27th — brain and body componentized
Quite a lot more than an hour of code times a few days, but the rearchitecturing is complete. Tomorrow we can move forward again, and create more complex AI behaviours for MobBrains.