Have you ever noticed that reviewers, professional and otherwise, are always critical of a game's "AI"? It's become a catch-all complaint and is usually worded as if to say: why didn't you just plug a human brain into the thing? That isn't how it works -- as this short document indicates, building an "AI" is actually an exercise in developing proper reactive processes.
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Date: April 23, 1997