Procedural Generation Demo w/A* Pathfinding AI
During the start of my second year at University, I worked on a Procedural AI Demo in SDL, it turned out to be one heck of a project with multiple art style and game play rewrites during development. The Procedural algorithm was created 100% from scratch and works on a multiple pass system, creating both island and continental type landmasses and then doing sub-passes to add more content to the world. In the most recent version not shown on this video, the AI will now join one of four factions and build up an economy, army, navy and rage wars as well as construct trade routes with allies. I don't think I'll expand this project past this.
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The first video shows basic generation and a harvesting AI, the second video shows a full scale AI driven simulation with tons of different AI each doing their own thing.
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My AI was not perfect and had a lot of known errors, hence why sometimes it gets stuck likely due to it being unable to decide on it's next order.
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Although I'd consider this project incomplete, it helped to teach me a lot about procedural design.
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