Oh, a quick note regarding monster AI: everyone should play a few games of Crypt of the Necrodancer, or at the very least (since the game isn't free, though IMO it's absolutely worth the money) watch a video of the gameplay. Necrodancer has very simple, downright trivial AIs, but every single monster type (discounting palette swaps) has a different set of rules for movement; combine that with having a good mix of monsters instead of tons of the same monster over and over, and you get nice, varied gameplay.
Of course, if we wanted something similar for Angband then we'd need to make things a little more complicated -- Necrodancer gets away with extreme simplicity in part because it has a strict realtime element (if you don't provide your input at the right time, then you miss your turn), and of course Vanilla wouldn't have that...right?
Of course, if we wanted something similar for Angband then we'd need to make things a little more complicated -- Necrodancer gets away with extreme simplicity in part because it has a strict realtime element (if you don't provide your input at the right time, then you miss your turn), and of course Vanilla wouldn't have that...right?
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