Archive | October, 2015

MultiRogue Dev Log – Level Refactoring

Since my last post, I’ve succeeded in creating functional AI beings in the level that have a mind of their own. They randomly wander the level, and start chasing players if they walk into their line of sight, using my own simple pathfinding algorithm. All this while maintaining my automated test suits and adding new ones.

Now, I’m at a point where I really need to refactor some things, because the complexity of my game server has gotten a bit out of hands. Particularly my level class, which has grown into a typical “manager” class.