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Newcomers DBPro Corner / <<<<<<<<<AI>>>>>>>>> how do you guys do it?

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DBasic Khan
20
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Joined: 3rd Dec 2003
Location: Alpha Quadrent, Sector 1,1 SOL SYS
Posted: 7th Jan 2004 20:41
Thanks zircher for answering my question. Im gonna try that. But just for curiosity how do you guys do AI in general? im just curious because i might want to implement some other idea into my game.
BatVink
Moderator
21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 7th Jan 2004 22:46
You work out what intelligence you need, then you work out what data you need to store to create this intelligence.

For example, if a monster is hunting somebody down in a house, you need to remember which rooms you have already visited. To do this, you might create an array with an element for each room, and set each element to a one after you have checked it.

Simple example, but you get the idea...I hope.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 7th Jan 2004 22:49
My current project does not require any AI since it is a 3D chatroom for wargamers and RPG gaming.

My next major project is going to be a 4X space empire game. That one will definately need AI. I plan to break the AI down to serveral modules: economics, construction, research, and fleet control. Each module will only control the assets assign to it. So, instead of trying to duplicate the player I'll be gunning to create a team of specialists.

Since most space empire games are turn based, I can use that to marshal my resources in a checklist like manner.
--
TAZ
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 8th Jan 2004 03:48 Edited at: 8th Jan 2004 03:49
Absolutely. I don't know if you're thinking of the same 3D chatroom as I am. Ever play with Open RPG? I'm making a 3D version of that with maps, characters, props, chat, dice macros, etc. I've already tested it with several players in the room at the same time. But, I still need to add more features and resources before a public beta is due.
--
TAZ

VirMin/TCOM2 gallery (screenies!)
http://www.geocities.com/tzircher/tcom_gallery.htm
DBasic Khan
20
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Joined: 3rd Dec 2003
Location: Alpha Quadrent, Sector 1,1 SOL SYS
Posted: 8th Jan 2004 20:44
Well thanks again! This is help full. zircher im curious, have you played space empires III or space empires IV? Those are probably my favorite games!
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 8th Jan 2004 21:24 Edited at: 8th Jan 2004 21:24
I used to play SE IV, but I have not upgraded to gold. If you look far enough back in the forums you'll find my influence on the mod scene. I contributed the Hyach fleet to the B5 group and I motivated some of the people to use DoGA CGA for building fleets.

Willaim/Atrocities went gung ho for DoGA to make his SE mods.
http://www.galileo.spaceports.com/~william/main.htm
http://www.astmod.com/startrek/stm.htm

If Star Fury is ever made to be multi-player, I'd be sorely tempted to get back into the mod scene again.
--
TAZ

ReD_eYe
21
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 8th Jan 2004 23:33
i do ai like:
point object enemy,object position x(player),object position y(player),object position z(player)
move object enemy,10

i'm not very advanced on the ai side of things


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
DBasic Khan
20
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Joined: 3rd Dec 2003
Location: Alpha Quadrent, Sector 1,1 SOL SYS
Posted: 9th Jan 2004 02:57
I actualy am not realy impressed by star furry. I played the demo and it just isnt realy well thought out. Ever since i got dbasic ive had many ideas and some day i want to talkle making a SE style game, and a starfurry game.
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 9th Jan 2004 03:23
@ ReD_eYe, nothing wrong with that logic as long as you don't have any spots that can hang up the enemy. (Forests = good, mazes and choke points = bad.) Add in a collision system and the enemy will mob the player but not merge into a single blob (ala Robotron.)

@ DBasic Khan, coolness. Let me know when you decide to tackle that project, I might be able to lend a hand with ship models and such. The one thing that perked my interest with Star Fury is that you could replace the ship models with your own. I'd strongly suggest keep an eye open towards 'mod-ability' when you design the game.
--
TAZ

DBasic Khan
20
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Joined: 3rd Dec 2003
Location: Alpha Quadrent, Sector 1,1 SOL SYS
Posted: 9th Jan 2004 20:57
-Red Eye
Thanks, thats pretty much what ive been doing

-Zircher
Im hoping i can takle that sone. I want to get this game over with, its kinda my first full blown, projet. But i will definitly ask for your help. I wonder how you would make the systems? I think the only thing i would change if i were to make my own se game is making a standard ship type(types). Even though its fun to make em yourself, i think that takes away from the strategy part. If i do make a componet system i would make it easyer. But the # 1 thing id change would be the combat, i think its pretty crapy in SE. Infact i usualy just use the tactical combat (i think its that). You know the one that just auto calculates the battles results
zircher
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 10th Jan 2004 00:19
The way I'm doing it is to write the tactical and strategic games as pen and paper/play by e-mail games. This serves as my design doc. Once I have all those systems in place, I can start planning what kind of user interface and AI I will need to automate the tactical and stragetic systems.

Some perks to this method is that I can play test the game before I even write a line of code. Also, a lot of the art resources used in the manuals are now my concept art or they were created from 3D models to begin with.

If you're interested in how I did it, my rules for Cluster War are available in my TCOM Gallery at:
http://www.geocities.com/tzircher/tcom_gallery.htm

Without trying to come off as a pimp (grin), here is some info on Tactical Command 2nd Edition, the combat system for CW:
http://zircher.iwarp.com/tcom2.htm

CW/TCOM2 is designed to be generic and easy to adapt to different sci-fi backgrounds. I don't know if it would work for your vision of a tactical combat and space empire game. But, they might prove to be solid basis on which to explore your own ideas.
--
TAZ

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