AI Parity
While programming the enemies for Episode 2, I noticed some weird inconsistencies in their behavior. Since all the enemies share the same few function calls for movement and decision-making, I figured I should probably re-examine the code I’d written.
Turns out I’m not more clever than the two Johns. When re-writing their functions in C#, I thought I could clean up the code and remove duplication. Turns out it’s all there for a reason! The AI decision-making should now be 1:1 with the original game, which should make the people saying it felt too easy happy.
I have the Mutant and Dr. Schabbs programmed and was going to release them as well, but the DeathCam™ is giving me some trouble. I removed the walls that the player would never see (because of the angle) to optimize the game, but I want the DeathCam™ to be identical to the original. Once you’re looking at the level from first-person mode, you may very well see those walls, so I need to put them back in first.
I’ll have those ready for next week. See you then.
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Isowulf
A whole new perspective on Wolfenstein 3D
| Status | In development |
| Author | LoGeKyl |
| Genre | Action |
| Tags | classic, Fast-Paced, Isometric, Pixel Art, Remake, Retro, World War II |
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