I’m working on a 2d grid-based roguelike and this is especially true in my case, in part because AIs are still bad at vision and spatial reasoning and therefore can’t fully understand what they’re making. My game was basically unplayable for Fable until it made itself a text-based harness, and even then it was quite bad at doing basic navigation.
I’m working on a 2d grid-based roguelike and this is especially true in my case, in part because AIs are still bad at vision and spatial reasoning and therefore can’t fully understand what they’re making. My game was basically unplayable for Fable until it made itself a text-based harness, and even then it was quite bad at doing basic navigation.