Thanks so much for testing the game guys. =)
@ White Fang 12
Yeah, a graphical stats HUD is definitely the absolute next thing for me to do on my todo list now. I'll definitely start work on it this weekend.
@Deathead
It's all right. =) With respect to the art style, I'm not _too_ sure what direction I want to take everything -- most of my work right now is focused on the engine (which is one of the main reasons a functioning HUD wasn't coded yet).
@Mr Tank
Thanks so much for testing it again. =) I'm glad I got that bug sorted out. Hope you enjoyed the game.
I really appreciate everyone's feedback and support!
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Mmm... now I'd like to turn around ask the community about something completely different. So, for those of you who've tested/played my game, you know how exceedingly simple the basic concept is. At a very low level, the game can be picked up and played by anyone -- the learning curve is virtually nonexistent. I bet most of you blazed through those intro tutorials
. However, as I'm sure you're also aware, as you take a step back and analyze the gameplay at a much higher level, various complexities and advanced strategies begin to present themselves.
So, this presents some particularly interesting ideas when writing enemy AI, in that this game presents a very simple set of rules, which when used in tandem can lead to some very interesting gameplay. (eg: not taking into account advanced attacks, only five decision choices are available: left,right,up,down,fire). In the initial development stages of the engine, I challenged my friend to write an alternative AI for the enemies. When we loaded them both up to fight against each other, the smarter AI would win consistently.
What I would like to know is if enough people would be interested in me developing some sort of AI battle-version of the game. I would imagine interested users could write an AI, upload their script, and I (or some server if I can automate it) simulates out battles between those AIs to determine the winner. Battles would be perhaps 3v3 to allows for some cool group coordination on interesting board geometries. Maybe I can code in some network support to allow for real-time spectating.
I personally think this would be a really cool idea. It doesn't require _too_ much work on my part because the system is already very flexible and could support such battles (all hail barnski's lua plugin!), but I'd still have to go through and document / make apparent a lot of the intricacies of the engine. (I also have to hide a lot of the functionalities I don't want AI writers touching. =P) For AI writers, it wouldn't be too bad either. Consider those 'drone' units in the final boss battle of the demo. Those function on just about 50 lines of code, and if optimized (or just written in a more standard fashion) could
easily be cut down further. My thought is that because writing an AI for this engine is much much easier, there would be a much lower barrier to entry than say those AI competitions where highly complex RTS engines are used << thus we see more people participating and trying it out.
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So,
In Conclusion: (or for those of you who skipped my long rant =P)
>>Would you like to see an "AI Battle Arena" version of the game?<<
Comments and feedback would be really awesome.
Thanks so much guys!
Cheers,
FinalEp