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Re: XSpire AI
[Re: Damocles]
#67466
03/29/06 01:57
03/29/06 01:57
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Joined: Mar 2005
Posts: 725 USA
TeutonicDarkness
User
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User
Joined: Mar 2005
Posts: 725
USA
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Hey, Another note... your method of " Re-Starting seems very familiar...  I would Suggest at Restart wait() ing a little more and displaying an image that is appropriate that's how I handle my Re-starts. It just seems kind of Confusing as is and not like the player really died ... but more of like transported. In the end its all about the Illusion and perfectin it!  *** Teutonic Darkness ***
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Re: XSpire AI
[Re: TeutonicDarkness]
#67467
03/29/06 02:35
03/29/06 02:35
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Joined: Sep 2005
Posts: 357 Florida
Hellcrypt
Senior Member
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Senior Member
Joined: Sep 2005
Posts: 357
Florida
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This is good for a death match and yes when you die it looks like you get transported.
You should also make it so the enemy can act as a guard, like they patrol around a specific location and idle a couple of times just looking at the view, and if he spots anyone or gets attacked, then switch into that mode.
You should make crouching available as well. Maybe a more varaiety of weapons could also add to the game play.
I do not solve problems.... I prevent them.
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Re: XSpire AI
[Re: Hellcrypt]
#67468
03/29/06 07:59
03/29/06 07:59
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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Yest the startup will get smoother, and also an optional fly-mode.
If you have noticed, the bots sometimes fly at the beginning of the game, this is caused be a wron set-in procedure, but only at the beginning,
Additional Weapons will be added too, Im first implementing the basic weapontypes like rockets, slow-flying bullets, sniping weapons (instagip), Machineguns, Shotguns, and grenadetrowers, to cover the main type of weaponphysics. Variation of them come later.
What about crouching? Is this really improtant in a shooter? I have never used it actually in UT. And I dont want to make a sneak- and hide game, but fast action. Is crouching really needed for that?
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Re: XSpire AI
[Re: Damocles]
#67469
03/29/06 08:27
03/29/06 08:27
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Crouching is not needed at my mind. I also did not use it in UT. But I really loved to play assault or domination in UT. Even Capture-the-Flag is much more fun than only shooting enemies. But I know that you plan to implement that so I am looking forward to play it 
Models, Textures and Games from Dexsoft
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Re: XSpire AI
[Re: Damocles]
#67471
03/29/06 12:16
03/29/06 12:16
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Joined: Jan 2002
Posts: 94 Where ever this is, I 'm lost!
Serlink
Junior Member
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Junior Member
Joined: Jan 2002
Posts: 94
Where ever this is, I 'm lost!
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Your AI looks to good to be true!!! Are you ready to get rich yet! When and where do I send my money. I dont care if its not complete yet. Sam  PS any way to have another AI just for hand to hand combat???
Last edited by Serlink; 03/29/06 12:26.
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Re: XSpire AI
[Re: Machinery_Frank]
#67473
03/29/06 14:41
03/29/06 14:41
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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I could make Hand to hand combal to, with swords, blocking and stuff. But wipping the rocket-wielding Bot with a stick would look kind of funny  The AI could also be used in a singleplayer-mission. Whenever the enemy bots are activated by triggers. Also a companion could join you then. Im currently working on gamemodes, like CTF and Domination. Scripted "Assault-Games" are possible too. There are lot of things that need to be done additionally. No pricing infos yet, as it still in development. But I know that there are different kind of developer budgets here, and needs of features. So I would use a kind of Editioning, like a Basic AI, a more advanced AI, And a custom made AI for larger productions.
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