ZineKid & Nymeria
Yo, what if we teamed up to make a DIY interactive battlefield—like a zine you paint, and I program into a virtual war zone? Raw art meets laser precision, you dig?
Sounds like a solid plan, but I’ll need a strict outline first. Paint the map, lock the objectives, and keep the enemy AI predictable—no surprises. If you can code that and I can lay out the terrain, we’ll have a battlefield that even the most impatient commander can’t fault. Let’s keep it efficient.
First step: sketch the map on paper, mark key spots—resources, chokepoints, cover. Second: list objectives in order, short and clear: capture flag, hold base, retrieve item. Third: define enemy AI patterns—fixed patrol routes, timed ambushes, no random spawns. Fourth: code the AI to follow those routes, add simple decision tree for reactions, but no surprise jumps. Fifth: test with a single player, tweak the timing until it feels smooth. Done.
Nice, efficient. Just make sure the map layout leaves room for real tactical depth, not just a straight line of fire. And double‑check that the “no random spawns” rule doesn’t turn the game into a glorified board exercise. Once you’ve ironed out the timing, we’ll have a battlefield that’s both a work of art and a perfect training ground. Let's move on.
Got it, I'll keep the layout wavy, give the AI a routine that still feels alive, and make sure the map has those blind spots and cover points that keep things interesting. Let's sketch the first draft and see how the flow feels. Ready to jump in?