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Old November 13, 2012, 01:41   #24
Mikko Lehtinen
Join Date: Sep 2010
Posts: 1,246
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Originally Posted by Derakon View Post
Mikko: 4GAI is largely just pathfinding and spell selection logic; it ought to port to Pyrel without any special difficulty. It does have big ramifications for game balance though. Pyrel's terrain system is extensible and flexible but at the moment it isn't doing much beyond obstruct movement (i.e. walls and doors).
Sounds good!

My own variant doesn't necessarily need 4GAI. Mist's terrain is quite simple to code, too. Once Pyrel is ready, I may well switch to using Pyrel as a base. Python is much more useful to me than C, and I'd really want to learn more.
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