Dec 15, 2006, 06:45 AM // 06:45
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#1
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Create your own AI!
I'm learning IT right now, and we're working on Java. Java's pretty cool'n all, but you gotta keep different things in mind. That is why sometimes we are allowed to use Robocode, a kind or arena game for robots. You program your own robot ( in a java-based AI code ) and let them fight. See who programmed the best robot.
How about implementing such a tool in GW itself?
Dunkoro: if Yanman.health < 1/2*Yanman.health.max
{Word of Healing = target.Yanman
}
Stuff like this. I'll work on it later too.
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Dec 15, 2006, 01:16 PM // 13:16
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#2
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Ascalonian Squire
Join Date: Jun 2006
Location: Japan
Guild: Steel Phoenix [StP]
Profession: Mo/Me
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Quote:
Originally Posted by Yanman.be
I'm learning IT right now, and we're working on Java. Java's pretty cool'n all, but you gotta keep different things in mind. That is why sometimes we are allowed to use Robocode, a kind or arena game for robots. You program your own robot ( in a java-based AI code ) and let them fight. See who programmed the best robot.
How about implementing such a tool in GW itself?
Dunkoro: if Yanman.health < 1/2*Yanman.health.max
{Word of Healing = target.Yanman
}
Stuff like this. I'll work on it later too.
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Maybe im whinning butt you know what Anet is saying about a third program.
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Dec 15, 2006, 01:33 PM // 13:33
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#3
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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But I'm talking about an in-game editor, supported by A.Net. This idea is just for kicks though.
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Dec 15, 2006, 04:54 PM // 16:54
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#5
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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It could get easier if you make a GUI version ( like word vb editor I think ) where simply select target, condition, and action etc.
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Dec 15, 2006, 08:49 PM // 20:49
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#6
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Pre-Searing Cadet
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Yeah, the old pseudo-turn-based Baldurs Gate series for PC had javascript-like language for customizing NPC behavior. I would certainly love for A-Net to provide us that level of granularity for hero AI.
Nightfall is wrapped under my Christmas tree, so I haven't seen the interface yet, but just from reading here, I think I'm going to be disappointed in the level of control we have.
Don't get me wrong, I think they will be great compared to henchies, pets, and minions, but I'll still be wishing for the scripting engine controls like you suggest.
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Dec 15, 2006, 11:23 PM // 23:23
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#7
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Krytan Explorer
Join Date: Mar 2006
Guild: Team Legacy
Profession: N/
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It would require a lot of coding from both ANET and the player, but its possible. Just look at games like FF12.
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Dec 16, 2006, 08:07 AM // 08:07
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#8
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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I've thought that from the beginning. I'm willing to bet that they use some form of a little language for their AI anyway.
It wouldn't take a huge amount of effort on the players - just like we can now go to guildwiki and copy a template no reason one can not do so with new AI. It doesn't really even need to be in game editor, just load a script from a directory (that is a common way many games load their AI). If the henchies could read the chat window players could even add complex hench control from chat commands.
Not so sure I see it happening though. It may very well take a huge amount of effort (do not know their code base, could be easy, could be hard) and their time is better spent on other features. Plus there is already enough complaints about not finding a group. Right now the heroes are pretty well balanced with regards to not screwing either side (us henchie players get decent skills and team builds with the AI and the human groupers still are superior).
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Dec 16, 2006, 08:52 AM // 08:52
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#9
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Academy Page
Join Date: Dec 2005
Profession: N/Mo
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while (koss hp == .5*kosshp)
{ Skill frenzy;
Skill heal signet;
}
^_^ sounds like fun but its never guna happen =D
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Dec 16, 2006, 09:03 AM // 09:03
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#10
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Pre-Searing Cadet
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anets lazy
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Dec 16, 2006, 10:04 AM // 10:04
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#11
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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What's A.Net's main programming language? Anyone got an idea?
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Dec 16, 2006, 03:13 PM // 15:13
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#12
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Wilds Pathfinder
Join Date: Sep 2005
Profession: R/
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I would haphazard a guess, some form of C with bits and pieces in other languages namely ASM. I would say thats the main language for the game engine the others I would say different. I wonder if its object oriented though.
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Dec 16, 2006, 03:35 PM // 15:35
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#13
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Lion's Arch Merchant
Join Date: Feb 2006
Location: UK
Profession: W/
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A Program To Tell Heros When To use what skills on people etc is what i want
so like Only Grenth Balance When Enemy Has more health only use rez signet if no1 else on team has proper ress Only Use Word Of Healing When at 45% Hp / Only Infuse Health when there not under attack and have 100%HP And Target Has Under 20%health
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Dec 16, 2006, 05:25 PM // 17:25
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#14
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Frost Gate Guardian
Join Date: Aug 2006
Guild: [XoO]
Profession: E/
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Best. Idea. Ever.
p.s. Robocode rocks!
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Dec 16, 2006, 05:26 PM // 17:26
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#15
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Frost Gate Guardian
Join Date: Aug 2006
Guild: [XoO]
Profession: E/
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Quote:
Originally Posted by Yanman.be
What's A.Net's main programming language? Anyone got an idea?
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Just a shot in the dark here but I'd say most likely C++
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Dec 16, 2006, 06:36 PM // 18:36
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#16
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Quote:
Originally Posted by jimmy_logic
I would haphazard a guess, some form of C with bits and pieces in other languages namely ASM. I would say thats the main language for the game engine the others I would say different. I wonder if its object oriented though.
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Yeah, assembler would be used for the engine and other fast applications (networking ) I guess.
And Barrett, your post is near-illegible....
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Dec 16, 2006, 09:46 PM // 21:46
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#17
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Academy Page
Join Date: Aug 2006
Location: Colorado
Guild: Eva Champloo [EvaC]
Profession: W/Mo
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They just need to add the ability to tell your henchman what to do and when to do it like string skills together or cast something only if health below 75%. I guess it would be overpowered...
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Dec 16, 2006, 10:00 PM // 22:00
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#18
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Burninate Stuff
Join Date: Aug 2005
Location: New Mexico
Profession: E/Mo
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The main game code would be in C++, and in most cases, external tools would be done in C#
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Dec 16, 2006, 10:24 PM // 22:24
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#19
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Wrath Of Dragons
The main game code would be in C++, and in most cases, external tools would be done in C#
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Visual C++, of course
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Dec 17, 2006, 05:04 AM // 05:04
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#20
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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First off, I've never written any game more than just a joust clone or simple side scroller, and then that was back in the 90's. Most of my work is in compiler theory and high performance computing (mainly the infrastructure part - high speed message passing algorithms)
I would guess c++ for most of it. Well written C++ code can run quite fast, there is little need for assembler any more outside of things like embedded systems, device drivers, and really small tight loops. It is *really* hard to beat todays compilers, so much so that even most of the traditional assembly projects have switched over.
As to if VC++ - dunno, there are quite a few good project suites out there but were I to hazard a guess I would say VC++.
Typically the AI is implemented in some form of a list processing language - they just tend to be able to express AI's extremely well. So well that it is typically worth implementing a "little language" within your software to do so. I do not know if there are canned packages out there for it, I suspect there probably are. If not, I've implemented several in a few weeks including testing (though, again, not for gaming purposes), I'm sure their programmers are quite familiar with this as it was standard back in the 90's when I dabbled in gaming.
You see this in most games where the user can edit the AI.
But, all this is speculation based on how most projects work. It could be incorrect in every part depending on what skills their staff posses (much better off building around your teams ability that forcing a rigid "correct" structure that you team doesn't possess the skills for and would need to learn).
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