Why do plans partially disappear when you hit a rock? If the rock was completely blocking the path, I guess that would make sense. I'm pretty sure my plan went sideways, though, while the rock was below me, so the actual path was still valid (if I'm remembering correctly).
I guess I could change it to just remove the part of the plan that gets blocked by the rock, but that would require path finding, which I do not have in yet. Right now, the game allows you to place as many plans as you want with architect and this is not my intention. I'm trying to get the plan placing to be challenging and "puzzley" so that playing architect is more interesting than just spamming plans so that the miner can dig where ever he/she wants.
You could have AI control any character that the player isn't using, so the architect would make semi-random plans (heading down with a bias toward gold blocks, probably), the miner would dig any area that's been planned to be dug, and the warrior would protect the other two. If you're into AI programming, I think this could be pretty fun. This way, the player can choose the role(s) they like best and you don't have to mess with the actual plan/dig/fight mechanics to make them work for singleplayer.
I've thought about this and was wondering if players want them to act on their own. I guess I'll do some simple AI to test this out later on.
Have you had anyone you know test the game yet? I find myself wondering if people will like having such limited abilities. For example, I would hate to be stuck playing the miner if all I can do is follow the path someone else laid out for me. Even the architect's job is pretty limited. Only the warrior gets to have fun moving around and doing things freely.
I have tested it with two players. I played as Miner and Warrior and my friend was an Architect. I really liked being the Miner, going head first and when my friend was Architect it really felt like I didn't have to bother thinking where to go, I just went on with the digging.
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
Right now, I think the Warrior is the most boring character, because the enemy encounters are scarce and the enemies don't have an AI yet(They do attack you if you come close, but they don't follow you).
I realize it will be hard to develop this as finding 2-3 players to test is a challenge on its own. That is one of the reasons why I'm going public with this early on, to get a better chance to get feedback on 2-3 player sessions.
I really appreciate the time you've taken to test the game, Quicksand.
Cheers.