Hello everyone.

This week's been a little slow on the game itself. Daniel and I solved some pathfinding issues with the AI, and now he's gone off to make a cool waypoint pathfinder to see if that'd fit our needs better than our basic traditional grid-based one does. Other than this, I spent the week refining the AI even more - and now we're at a point where I think it's pretty acceptable. However, I still need to code some reactions based on environmental and context-sensitive situations, along with experimenting with some adaptive systems for Decem so that he can be more lifelike than he already is in battle. I found a paper on this, so I'm going to look into it and see if it fits our needs when I get some time.

I also solved an issue with WSWSound that was causing crashes due to too many sources being active at once. OpenAL's specification promised 256 if my memory serves me correct, however I was experiencing issues at 226 active sources. So I've capped it at 200 to play it on the safe side. This has solved all of the issues I've had with it in the past so far, but I'm keeping a keen eye on it regardless.

Due to all of our optimizations, I've also bumped up the maximum amount of AI per floor from 100 to 250.  Technically I could push it to 300, but I want to give us some breathing room on the CPU. We've went from a 2 ms budget to 4 ms, which is actually pretty awesome for me because it means I can experiment even more with smart AI systems and other gameplay features.

I've been writing up a script for the story due to not being able to find a writer that'd stick. So I'll talk a little a bit about writing the story and dialogue for the game too.

We Shall Wake aims to have a story that's well written but doesn't push itself on the player. The way I'm writing it takes this into account, making dialogue only forcefully happen every ten or so floors when a boss shows up. Otherwise, to talk to people, you can interact it with them in towns and what not to get more info on the game world and everyones perspective on what's going on within it.

So, along with having more linear written campaign dialogue, I also have a chapter in the script solely dedicated to just random encounter dialogue, where the AI will say something based specifically on their DNA and the personality data that it contains. Right now I've written around 172 lines of this kind of dialogue, each modifiable in around 1 to 5 ways. Each AI will have a limited amount of dialogue they can use, but for the sake of statistics, if each AI could say 5 things, and we only considered just the base of the 172 lines, we'd have around 1,183,009,464 possible combinations of dialogue from each AI.

That's it for this week. Have a good one!