A.I.

A.I. Foe Cussing

October 19, 2010 A.I.

Welcome back to pun time! First of all though, i’d like to say sorry for that major delay in entries lately, RL is taking its toll and if you further refuse to pay me for spending my precious time with Apokalypsos instead of working for food… well… But now back on topic, A.I. focus. Some […]

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A.I. Ah! Uh! … What is it good for?

August 15, 2010 A.I.

…absolutely nothing… Stop.Stop.Stop! But i think you got the hint  Hello again peeps, Since I’m still searching for a related topic that doesn’t necessarily end up in a code orgy, I’m here today (and tomorrow, and the day after tomorrow… guess I don’t go out a lot) to tell you about things you can do […]

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A Generic Approach to NPC A.I.

August 5, 2010 A.I.

Ok, welcome back! Today ill go into a bit more detail on how generic approaches help create reasonable NPCs, how this can be achieved and what other merits it bears. Like i stated in the introduction post, most actions are generic. Actually, how intelligent or dumb someone in real life seems if most of the […]

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New Concept Art & Forum Updates

August 3, 2010 A.I.

It’s been a while but the Apokalypsos team is still marching forward with new developments and a little something for the community to enjoy. Concept Art section is featuring now five new characters: Rebels paramilitary commanders Huda and Jobard, Reformers leaders Chasca and Poco Caliente, and Camp Zero’s biggest pimp & underlord Big Vane. In addition to […]

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Apokalypsos & A.I. : An Introduction

July 29, 2010 A.I.

Hi Folks, first of all, let me introduce myself. I’m Simon Wittenberg and I’m responsible for the A.I. in Apokalypsos. I had this Forum created to tell you about the ongoing development in my department. In a (hardly) weekly series ill talk about the general aspects of A.I. in game development, the very approach we […]

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