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- Frederic JAUME wrote:
-
- > here's just a first try, tell me what you think.
-
- Here goes then... :)
-
- > There are a lot of question in the following document, so please
- > answer them!
- >
- > Part one : the monsters and other things...
- > First, we need to choose a data structure, and then to create the AI.
- > thhen I 'll explain the method that can be used for the monsters movements.
- > This method works! It's not very complex for the moment, but it's been used
- > in a game (that was done by a friend of mine) on amiga, some sort of Zelda/Ultima
- > adventure game that had to deal with monsters AI. Though, it was programmed in AMOS,
- > and neither my friend nor i, can code in 68030, so you'll just find algorithms, and
- > simple C code. Bad Mood deserves a more complex AI, but it's just
- > a beginning.
-
- Fine. I'm sure we have enough assembler coders to be able to convert any algorithms
- you come up with...
-
- > --------------------------------
- >
- > An inportant part of the AI is the data structures to be used.
- >
- > DATA STRUCTURES
-
- Sounds fine to me...
-
- > >>? Should we use the same sector numbering as the one used to build up
- > levels, since there are a lot of them, and some of them will not have
- > 'things' inside (the small ones).
-
- Dunno, but as the monsters can move, you cannot gaurentee that there will
- nothing in any sector...
-
- > THE AI - 'INVISIBLE FOOTPRINTS' METHOD
- >
- > - how does it work ?
- > to simulate a realistic chase, we can use the "invisible footprints/trail"
- > method, which is the following one:
- > we've got an array of that type:
-
- Sounds like a good idea...
-
- > an interesting point is that, with this method we can have an intelligence
- > factor for each monster, which is in fact the ability of the monster to
- > see a particular amount of footprints (dumb monsters won't see any, so if
- > you just hide behind a wall, the dumb monsters think you disapeared, and
- > go back to watch BayWatch...
-
- :-) Yes, this could be good... one point - if a monster had a very 'high'
- intelligence factor, it might see lots of trails from where you were ages
- ago - for it to be fairly intelegent it would also need to know which of
- the trails is the most recent.
-
- Also, here is another form of the same problem.
-
- | m |
- | |
- | | | pe |
- ------ ---/ " /
- p ->""""""""" /
- ---------------/
-
- m = monster
- p = player start
- pe = player end
- " = player footprints
- -> = direction of movement
-
- Now, if the monster has a 'high' intelegence, it would see footprints going
- both left and right in the corridor at the end - how would it know which
- way to go?
-
- However, a monster with a lower intelegence would get less footprints, and
- so would only see footprints on one side of the corridor - thus making it
- appear more intelegent than the first case.
-
- > Of course, this still makes dumb monsters, very easy to shoot, so
- > they'll have to zig-zag to try to avoid your shooting, like in doom,
- > maybe we can think of differents moves, using differents formulas so
- > that all the monsters don't act the same way.
-
- Sounds good...
-
- > And, can't the monster find you by the noise you make ( in the Mexican
- > Food Inferno level...) ?
- >
- > I though about it, and i think we can do it by generating footprints all
- > around the player (in every direction, in places that are step-able)
- > whenever he uses a noisy weapon. But, then we need
- > another structure for noise generated footprints (as when in chase mode we
- > need an ordered list of footprints), so the foot-made footprints are
- > checked first, and then the noise-prints second.
-
- As of Doom version 1.666 (ie. later versions of Doom, and Doom 2) hearing
- was added to Doom. However, you cannot always hear - walls have a flag
- which indicates whether it is 'sound proof' or not. The method described
- above wouldn't work with sound-proof walls (I think)...
-
- > And now for something completely different :
- > What is needed:
- > -thing-player collision
-
- I guess this is not to difficult?
-
- > -monster-sees-player function
-
- ...but this? I guess this is a 3d problem... (I really ought to have paid
- more attention in those lectures...)
-
- > -sector-thing-is-in-function
- > -speed optimization
- >
- > This is a cut version. I want some feed back!
- > I've got some C code, too but it's not good enough at the moment.
-
- Sounds like the basic idea is good, and could give nice 'following'
- monsters... Good work!
-
- Anthony
-
-
- --
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