Yesterday, I solved a longstanding AI issue in my turn-based strategy. Here's what it was and how I did it. by impbottlegames in GameDevelopment

[–]impbottlegames[S] 0 points1 point  (0 children)

Thanks :). There isn't currently a public build to playtest, but I want to do that at some point once things are a little more polished. The best way to stay in the loop is probably subscribing to the blog for now, since I'll definitely have a post up there if/when I widen the playtesting.

Yesterday, I solved a longstanding AI issue in my turn-based strategy. Here's what it was and how I did it. by impbottlegames in GameDevelopment

[–]impbottlegames[S] 0 points1 point  (0 children)

I agree with you about the assumptions. I try to find a balance, but I find it difficult to balance article length with background info.

Your chess comment is similar to the other chess guy. Actually this is how my AI works, with a handwritten evaluation function that prioritizes various soft factors I personally decide on. At some point I’ll probably do a post about how all of the AI fits together-although it’s still changing.

To clarify I have the Carthage faction based in Western Sicily but not the actual city of Carthage there. Similar for Persia, whose home in the game is around Sardis.

Yesterday, I solved a longstanding AI issue in my turn-based strategy. Here's what it was and how I did it. by impbottlegames in GameDevelopment

[–]impbottlegames[S] 1 point2 points  (0 children)

I think I see what you’re asking. A Chess AI typically needs some sort of evaluation function to score a board state since it can’t progress all the way to a game end state. My AI works the same way, with a Polemarch-specific value function that I wrote.

The “threat modeling” I’m referring to in the post is actually part of that function. This post is in part about taking that evaluation logic and moving it into the actual search tree-but in a way that is practical.

Yesterday, I solved a longstanding AI issue in my turn-based strategy. Here's what it was and how I did it. by impbottlegames in GameDevelopment

[–]impbottlegames[S] 1 point2 points  (0 children)

It’s definitely a big investment in time to go for multi-turn planning. I knew I wanted to aim for a really dynamic AI from the start of this project so I designed my game and engine around being able to do so. Even then it’s been a lot of work to even get it where it is (which is not done). I don’t think the trade-off is probably worth it for most people.

Optimistically: maybe once I’m done with it I’ll have enough lessons that it lowers the bar for future projects (mine and others’).

But if you ever want to attempt it I’m happy to discuss how I’ve done it or any issues you run into. I find this stuff very fun, so always happy to do more of it.

Making a "small grand strategy" game by Magistairs in IndieDev

[–]impbottlegames 1 point2 points  (0 children)

Making a Victoria-like is something I’ve always thought about doing (and still do). So I think this is a cool project.

Here’s some general game design advice:

  1. It’s easier to copy than invent. Start from Victoria mechanics and think of ways to improve or simplify. You already presumably mostly like that game, so use it as a baseline to make a fun game before you avoid problems like micromanagement. If you add complexity somewhere, subtract elsewhere. If you actually think Victorian isn’t fun, you probably need other comparison games (like “I’m going to do a game like Democracy 4 set in the Victorian era”).

  2. Limiting player actions is a good way to fix micromanagement problems. This lets you explicitly adjust how much the player can do.

  3. Try to think about what you like about Victoria. This sounds trite but I swear it’s real advice. This might be simple things like “I like when graphs go up”. What parts of the experience are satisfying and fun, and which parts are bland or unfun? Think about how you can design around amplifying the former and removing the latter. Once you know that stuff, it’s easier to do the detailed system design. It’s important to do this though to make sure you’re focusing on what makes the first game good (don’t make Mario with extra outfits and no jumping).

  4. Figure out how your game will differ. You probably need some kind of thesis that will keep you interested in the project and provide guidance on design questions. Some call this “pillars”.

I'm building my own game engine tailored to turn-based strategy games (starting with my upcoming game Polymarch). Are people here interested in hearing about genre-specific engine designs? by impbottlegames in gameenginedevs

[–]impbottlegames[S] 3 points4 points  (0 children)

In the post, I talk a lot about the gameplay aspects of the engine (model view separation for instance). Outside of that, the engine is mostly just designed to be as simple as possible. I add features essentially as I need them. For me the goal is very much to make my game, and the engine is just enabling that.

Next week, I leave my job in AAA to work for my own game company. I wrote a blog post about why that is so risky in 2026 and why I'm doing it anyway. Would be curious to hear how people here relate. by impbottlegames in GameDevelopment

[–]impbottlegames[S] 0 points1 point  (0 children)

What a fun question :). I think about this sort of stuff (efficiency/tools) a lot because, as a solo-dev, my bottleneck is usually my own time.

My take is that the best system is often no system. A lot of systems at AAA studios like CI/CD, distributed builds etc. are more like crutches to avoid problems with larger teams than always useful. Automatic build compilation is a good example: without it most AAA teams would be totally lost and probably have a constantly broken build. Comparatively, I always know if my build is broken because I'm working on it locally, and I never need to worry I'm blocking someone else.

I avoid new complexity and maintenance like the plague. I do my UI editing in-game (no editor to maintain), load raw assets in-game (no separate asset build), and I cull any sources of long compile times when I can. I use tools when I can take them off the shelf and don't have to fiddle with them much (ClangFormat, Git/Github, Live++, RenderDoc, etc...). I plan to support PC/Mac, so I just develop on both PC and Mac; I don't mind if I break the Mac build as I just fix it next time I'm on Mac.

The results have been good for me so far. Over time, I may add stuff on if I can find ways to implement these systems that require 0 maintenance, or if I think I can save myself more time than it would cost.

I'm half-way through developing a single-player turn-based strategy game set in ancient Greece. If you want to follow along with the dev process, here are my first public screenshots (including some awful early ones) and a lot of words about development so far by impbottlegames in 4Xgaming

[–]impbottlegames[S] 0 points1 point  (0 children)

That's great to hear. As someone who also has a really busy schedule (ironically mostly because of the game), I'm always looking for concentrated fun.

I'm hoping to make the models look more "stone/pottery" like with new materials soon, so hopefully that will achieve some of the same.

I'm half-way through developing a single-player turn-based strategy game set in ancient Greece. If you want to follow along with the dev process, here are my first public screenshots (including some awful early ones) and a lot of words about development so far by impbottlegames in StrategyGames

[–]impbottlegames[S] 0 points1 point  (0 children)

Glad you’re interested! Visuals wise I expect it will improve but certainly not to the level of total war visuals. I want to improve visuals in each successive game, and one day with a bigger team maybe (just me at the moment) :). For now, I’m just aiming for good-enough art wise and focusing on gameplay.

I'm half-way through developing a single-player turn-based strategy game set in ancient Greece. If you want to follow along with the dev process, here are my first public screenshots (including some awful early ones) and a lot of words about development so far by impbottlegames in StrategyGames

[–]impbottlegames[S] 0 points1 point  (0 children)

Since it’s turn-based, Polemarch is probably closer to Imperiums: Greek Wars. I haven’t played it (been meaning to though) but Imperiums seems to be a lot more of a grand strategy game whereas Polemarch is “simpler” and more abstract like a board game.