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I finished making the Prometheus level/version/minigame of Let’s Play: Ancient Greek Punishment: CPU Edition the other day, which means I’ve now had a chance to go through various of the required conceptual grapplings involved in this particular edition of the series. As per usual, my assumptions going in have been kind of rejected/realigned thanks to the realities of actually sitting down and building the game itself – perhaps the most important argument for making games a reality even if they just seem like a ‘funny idea’ or whatever. You may not entirely know what you’re doing. I rarely do.

Going into this game my idea was that the code would be more or less identical to the original game, except that I would disable user input and instead would have computer code (running on some kind of timer) triggering the required inputs – generally speaking this would mean the computer alternately triggering keypress events for ‘g’ and ‘h’ over and over again. It turned out, however (for me at least), that simulating keypresses (or mouse clicks) didn’t actually work out (fast enough) for me. I struggled with it for while, doing the usual trawling of the internet, but never found a satisfactory approach.

But the very fact it wasn’t working kind of fits into the narrative of the game, I guess. If I can’t get the computer to do things that way, then that’s simply not how the computer would play the game. It’s kind of a truism. Rejecting the kind of human-centric idea of the computer having to trigger keyboard input meant I could rethink how a computer might interact with the game, at which point it seemed suddenly very clear that the computer would simply call a function to cause Prometheus to struggle. Why would it bother to go a circuitous route? Above I called the method struggle() but now I’m calling it INPUT() for sheer computeriness.

Thus the game work by loading the game as per usual, but instead of allowing for human input, there’s just a function you need to call again and again to struggle (or push a boulder or run a race etc.) and that’s what the computer player does, in the form of JavaScript’s setInterval() function, which runs the same code repeatedly with some interval in between. That’s the ‘AI’ of the CPU player in this game. I did think for a while about the idea of the CPU player being a kind of separate script from the game proper, so it was like the CPU was playing the game ‘from the outside’, but I don’t think that’s necessary for the game to make sense.

Perhaps most importantly, when I run the game and watch the little Prometheus struggling bravely (forever), it seems to feel like something. It’s weird to look at, knowing the the code is both generating the situation and the response to the situation at the same time, kind of eery and wrong. Which is great, obviously.

So: so far so good and thanks for asking.