Have any of you considered this...?
#1
Posted 29 February 2008 - 12:56 AM
#3
Posted 29 February 2008 - 06:33 AM
#4
Posted 29 February 2008 - 10:46 AM
#5
Posted 29 February 2008 - 12:51 PM
#6
Posted 29 February 2008 - 03:55 PM
I see what you mean now, as an opponent. That make more sense. Just ask about this with starstrutter. ;)
#7
Posted 29 February 2008 - 04:39 PM
I think that this would actually be easier than it sounds. According to Valve's observation of players in multi-player games, most will not only stick to 1 specific map, but also take similar (if not the same) attack paths most of the time. It may become a bit less predictable with more complex games such as Team Fortess, but for something like BF2 or Counter Strike, I think it would really be just a matter of tracking the players movements, their KD ratio, their accuracy, and patterns of movement/reaction time.
With these combine together, you could take a bot AI template and modify it according to the players skill.
Actually I think you may have something here. Better hurry up and make it before I do. ;)
EDIT: Oh, and as an extra advanced piece if you feel so inclined, the skills of players can increase and fall in certain areas of the map, so it would be good to track their accuracy/kill rate in different zones.
#8
Posted 02 March 2008 - 07:43 PM
#9
Posted 02 March 2008 - 08:38 PM
karligula said:
Yeah, but... doesn't he kind of have the tendancy to be... for lack of a better phrase, full of it? I respect the guys ideas and all, but the past shows his ambitions become so large they kind of collapse on themselves.
Not that this idea is unnatainable or anything, I would say it's probably more the kind of context you want to put it in. CSS, BF2 or other simpler shooters, aboslutley. MMO's or more complex shooters, highly unlikley.
#10
Posted 03 March 2008 - 02:31 AM
starstutter said:
Not that this idea is unnatainable or anything, I would say it's probably more the kind of context you want to put it in. CSS, BF2 or other simpler shooters, aboslutley. MMO's or more complex shooters, highly unlikley.
If you have seen MMOGlider then I am sure that something evolved off that and an imperfect aiming proxy could do the trick. The one thing is that you would have to change the packet scanner to take into account human's imperfect vision, and their imperfect aim. (One more would be its field of sight.) But unattainable? No. Hard? Quite certain that this is obvious, but yes.
#11
Posted 05 March 2008 - 09:42 PM
#12
Posted 06 March 2008 - 03:15 PM
But you are leaving out many important details! A) "I am developing a game..." that is a very wide spectrum. We need to know what type (i.e. RPG, FPS, RTS, TBS, etc...).
B) Is it going to be online? MMO (almost certainly out of the question.), MO, or offline?
C) What is your programming experience with AI? From the looks of your posts not much to nothing would be my guess. You need to take BABY steps if you want to accomplish such a thing. Another thing would be to have a team and in this team have an experienced AI developer.
D) Is your game already out on paper? If not then you need to start there!
Answer these questions and your responses will be much more helpful. If we get annoyed because you are not giving the details we need to help, then read this
#13
Posted 11 March 2008 - 08:06 AM
Its not such a good idea i dont think. And noone would know if they are
talking to the player or the bot of the player. Are you going to let the player fill in a form for his "bot one liners"?
[EDIT]
woops, he thinks its a good idea. sorry... i think its not so good. :)
[/EDIT]
#14
Posted 11 March 2008 - 06:37 PM
I am not necessarily for it. It depends on how he wants to implement it.
#15
Posted 20 April 2008 - 03:08 AM
There's a problem, however. Whenever a player is gone, the ship might and more likely, will need them. This is the main reason I'm considering this. Sure, they will be able to fight, sure, they will be able to walk around, but the main thing is decision-making. Should they vent the atmosphere to prevent a fire, possibly killing most of the crew? Or should they just risk sending a fire control team?
#16
Posted 22 April 2008 - 04:16 PM
#17
Posted 22 April 2008 - 07:53 PM
And the AI's survival would depend on the rest of the bridge crew.
I don't think all of you really get it. The purpose of this AI idea is to mask the absence of a player.
Currently looking for a couple other programmers, with experience in at least C++.
Also looking for 3D artists, texturing and modeling.
#18
Posted 22 April 2008 - 08:52 PM
#19
Posted 22 April 2008 - 09:28 PM
Currently looking for a couple other programmers, with experience in at least C++.
Also looking for 3D artists, texturing and modeling.
#20
Posted 23 April 2008 - 12:48 AM
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