The search for intelligence
Game AI is a lot more involved than I originally thought. Presently the logic of the program has to consider three things based on the difficulty setting applied by the user.
1. When the CPU player decides to move.
2. Which move it decides to do.
3. How quickly the CPU moves.
Obviously, the higher the difficulty, the faster the CPU moves and it decides when to move in a more tactical manner. So far I’ve managed to design code to handle the first two instances and I’m quite close to implementing the third. I’ve decided to create an AI class. This class will use the game engine as if it’s a separate player.
The single player game class will have the game engine, AI class and handle the display and key capture. I’ve still got to decide if it’s a single shot practice for the multiplayer or to keep the player playing, while ramping up the difficulty. I’ll see how difficult the latter is to implement before making a decision.
I’ve also got to work on the nag screens, to remind players to upgrade.

