Thanks for the reply guys,
Please keep in mind this is my first attempt at this sort of thing, so if my ideas sound crazy or unhinged, I apoligize.
What sorts of things do you want this squad to do?
I want to start with something simple. An enum perhaps with "orders" such as "FIND_COVER", "ADVANCE_FORWARD", and "RETREAT". I would like for this to be set through the squad leader through a function such as void setOrder(unsigned int order_type); which would then be relayed to the grunts, and they would act accordingly.
What are the design requirements for how squad members should behave?
These are simple. A pointer to a path manager class, A pointer to a steering behaviour class, and a pointer to a state machine/goal oriented architecture. The order given by the leader should route through say the grunts finite state machine class to turn on/off "arrive" or "flee" or whatever among other things.
What kinds of challenges do you foresee?
This is the tough one. Efficient communication between the squad leader and the grunts. I need the squad to act in unison. I may need tiered Ai where the squad has a state, along with every member. For example, a squad state might have to rotate 90 degrees, but each squad member is still in a state called "looking for cover."
I must say, I have never heard of this "blackboard" method (among many other things). Could you guys explain it to me or give me some useful links?
Thanks,
Mike