![]() We’re competing with the likes of Prison Architect with no prior experience. Stress test as soon as you canĪcademia is my first attempt to stab at a complex simulation game with lots of agents. There were some fixes and updates but nothing too drastic like replacing the whole thing. The GOAP system that we had from the beginning is more or less the same until now. All you have to do is add more actions and the agent will automatically pick them up for execution when the situation arises. GOAP is perfect as it doesn’t have wires/connections that you have to manage like how FSM and Behavior Tree does. Back then, I thought that we needed an AI system with the least maintenance as I foresaw that the game will get bigger and more complicated. Right at the beginning, we picked GOAP as the main AI system of the game’s agents. Making tools is like distributing work to non devs. This frees us to work on more programming tasks. When the tool is done, we pass the ownership and responsibility of the master file associated with the tool to the designer or artist. This is our GOAP authoring toolĬustom tools are especially useful if the artist and/or designer are going to be the ones who will use them. This is the first and the most complex tool that I’ve made for the game. One of the tools that I’m proud of is the GOAP AI authoring tool. It’s amazing to realize that the tools we’ve made since the start of the project is still being used until now and for the foreseeable future. Our development momentum would be at the highest if we use Unity. We have existing libraries of C# code for Unity. The devs have years of experience using Unity. ![]() So here we go! Choose the game engine you’re most capable with The list is not organized or ordered in a certain way. So here’s an enumeration of lessons learned during development in the context of programming a builder/tycoon game that can have hundreds of agents. However, I thought that I should post something more relevant and nostalgic now that the game is officially released. I have like two other topics that I’m supposed to write about this January 2021. Reading old posts brings me back to those posts’ time. I looked at the past blog posts since around 2017 when development kicked off. We won’t be buying yachts soon but the game’s profits allow us to make another one. While the game is not an critical hit, it’s kind of a sleeper hit that’s good enough for us. ![]() The whole development took almost 5 years. ![]() It stayed in EA for 4 years and we developed it for almost a year before EA. Academia: School Simulator has just graduated from Early Access. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |