Correcting virtual mistakes

October 10th, 2008 by Michael

In regular software development, a large part of the work consists of dealing with mistakes that a user can make. In a game like The Path with a lot of semi-autonomous elements, a similar thing seems to occur. Only we’re dealing with the mistakes that our artificial creatures are making, not the user. A large part of the work that I’m doing these days is correcting the mistakes that our virtual characters and other generative systems are making. Or at least trying to build systems that prevent them from making those mistakes. Of course, unlike the mistakes that human users make, anything that the characters in The Path do is entirely a result of our own doing.