Debug Tools and defensive AI. October 4, 2011 cliffski Life is so much simpler when you bunch up all your hotkeys and toggles for debugging the game into a single menu. I feel like I have a rough idea what’s going on now. I also feel more confident about coding decent defensive AI when you play as the attacker: The code for defending basically needs to manage three things. The play style (Is it spamming units, hoarding points, or steadily placing), The choice of units (Does the enemy have units weak Vs lasers? Are there lots of infantry needing flamethrowerising?) And the choice of unit placement. I’ve been concentrating on the unit placement debug UI today, so I can see what the AI is thinking when it chooses to place a turret at X rather than Y. More work to do, but currently it evaluates proximity to enemies, their size, victory-point value, closeness to the exit and proximity to the placement, plus it also has bonuses for being able to cover multiple paths from a single location. It all needs lots of tweaking and balancing obviously, but it’s getting there. Attacking AI is much simpler. After getting this stuff done, I’m thinking of experimenting with a unit ‘cooldown timer’ beyond a certain level to prevent spamming the same unit everywhere. Essentially there are supply delays if you plonk down 4 heavy tanks all very quickly, as new ones need to be dispatched from your offscreen HQ. I think it might be a good mechanic that encourages variety.