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ZPOC
Apr 4, 2017 18:44:02 GMT -5
Post by lordofdragons on Apr 4, 2017 18:44:02 GMT -5
Isn't there a degree of simple combat AI in UT2004? There were sliders for aggression, accuracy, reaction speed, objectivity (following the level objective), loitering (protecting a post) etc. I don't think I ever played UT99, just 2004. Holy cow, was that really 13 years ago?! I feel old again.... That's correct. In contrary to other FPS UT99 (and later incarnations) had quite an elaborate slew of settings for the AI. The effect of some sliders though is debatable. Nevertheless I would say UT has one of the most elaborate AI settings ever done. The huge majority of current AAA titles boils down mostly to "AI-skill = artificial weapon spray radius" and "percentage to pop up behind chest-high-walls". Not really that interesting :/
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ZPOC
Apr 6, 2017 14:31:49 GMT -5
Post by Snowflake on Apr 6, 2017 14:31:49 GMT -5
Yeah modern AI is terribad
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Post by lordofdragons on Apr 7, 2017 12:46:40 GMT -5
Isn't there a degree of simple combat AI in UT2004? There were sliders for aggression, accuracy, reaction speed, objectivity (following the level objective), loitering (protecting a post) etc. I don't think I ever played UT99, just 2004. Holy cow, was that really 13 years ago?! I feel old again.... Besides... what other game had been cool enough to have "Nali War-Cows"
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ZPOC
Apr 7, 2017 16:13:28 GMT -5
Post by Maethius on Apr 7, 2017 16:13:28 GMT -5
That is AWESOME! ^_^
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Post by lordofdragons on Apr 6, 2018 8:38:39 GMT -5
A little something in between. Tail-Gun to cover your butt. A simple Chase-And-Destroy type AI. And eventually a little idea I wanted to experiment around with on how to retrieve cores but unsure if I want to take it further.
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ZPOC
Apr 6, 2018 17:13:55 GMT -5
Post by Maethius on Apr 6, 2018 17:13:55 GMT -5
Did you ever play a Playstation 1/Sega Saturn game called "Assault Rigs"? I loved that game! There were three modes you could use to target enemies with the turret of your tank: manual, locking, and automatic. On manual mode you could set your turret's angle and drive any which way, then fire when your HUD registered a good track. With locking, you got a target in your sights and told your computer to track that target. You could drive around anywhere, but your gun would follow that target, allowing you to maneuver freely and fire toward one enemy. Finally, automatic would track the nearest target, so it might snap between three or four field guns or an enemy tank based on proximity.
On the core removal, I think that looks incredible! However, the procedure would take so much time that it should be pretty rare or the benefits should justify the effort. Great stuff!
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Post by lordofdragons on Apr 6, 2018 17:37:10 GMT -5
Did you ever play a Playstation 1/Sega Saturn game called "Assault Rigs"? I loved that game! There were three modes you could use to target enemies with the turret of your tank: manual, locking, and automatic. On manual mode you could set your turret's angle and drive any which way, then fire when your HUD registered a good track. With locking, you got a target in your sights and told your computer to track that target. You could drive around anywhere, but your gun would follow that target, allowing you to maneuver freely and fire toward one enemy. Finally, automatic would track the nearest target, so it might snap between three or four field guns or an enemy tank based on proximity. On the core removal, I think that looks incredible! However, the procedure would take so much time that it should be pretty rare or the benefits should justify the effort. Great stuff! Can't claim having played that game. I thought about locking mechanism too but I'm uncertain if this would make auto-aiming too powerful over manual aiming. Something I could imagine though is saying locking tells the "zoid" (in-game they have own AI and Action routines) to track the target. In this case the "skills" of your zoid would be important to pull this off in a useful way. I could imagine something like seasoned zoids having higher abilities than less experienced ones. But I'm afraid it could make people just auto-gun around all the time. Would need some counter measures to fumble with this tracking to nerf it properly. Still looking for the right idea to come this way. Concerning the core I imagined something like this. If the body is destroy the core is irreparable. So if you want the core you need to disable the zoid any other way, for example by taking out the head-controller (smaller target than body) or trying to EMP it down (hit an energy type weak-spot like the power source). Only then there is a chance to obtain a still intact core. I thought about obstacles in the core-housing you have to get out of the way (like debris sticking into the housing or *gasp* booby-traps by pilots preferring seeing the core dead than in enemy hands) with a time limit to get a living core out of the story. But these are all just ideas I tossed around. No idea if that would actually lead somewhere or would be just gimmicky.
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Post by lordofdragons on May 16, 2018 16:45:19 GMT -5
Playing around with the idea of "Interactive Cockpit" mode I came across when looking at some talks about other projects. This one here killed off a bunch of key-bindings and I think it's cooler
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ZPOC
May 16, 2018 19:57:50 GMT -5
via mobile
Post by Leon35 on May 16, 2018 19:57:50 GMT -5
Now that Zoids is on its way back, are you worried about C&D notices?
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ZPOC
May 17, 2018 11:36:09 GMT -5
Leon35 likes this
Post by lordofdragons on May 17, 2018 11:36:09 GMT -5
Now that Zoids is on its way back, are you worried about C&D notices? Not right now since this is labelled officially a proof-of-concept not a real project. Should this change I need to get permission which I think is doable.
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ZPOC
May 17, 2018 15:18:55 GMT -5
Post by Maethius on May 17, 2018 15:18:55 GMT -5
Looks great! If you are going to go with full interactive cockpit, you probably need the have the ability to set some kinds of AI in the foreground; choose a waypoint and have the Zoid run to it, but taking evasive action en route while you set your MFDs and switch weapons and such.
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Post by lordofdragons on May 17, 2018 15:41:58 GMT -5
Looks great! If you are going to go with full interactive cockpit, you probably need the have the ability to set some kinds of AI in the foreground; choose a waypoint and have the Zoid run to it, but taking evasive action en route while you set your MFDs and switch weapons and such. You can sort of do this already by now. The movement controls are always direct so when you enter interaction mode your mouse controls the interaction but DYXV still controls turn/forward/backward. So you can turn first into the direction you want to move to, keep forward key pressed and go into interaction mode to mess with your controls. As a side note g-force from your zoid movement still affect you while in interaction mode. So it's like in real life: if the car driver drives over bumpy road you have a hard time to press those buttons on your navigation device . So standing still or only walking helps.
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ZPOC
May 18, 2018 16:00:48 GMT -5
Post by Maethius on May 18, 2018 16:00:48 GMT -5
That's cool. I like the idea of having to strain to hit your controls if you are in a hard turn! However, most folks think a "simulation" gave is going to be one where the Zoid leaps around like a real animal and pretty much shows up instantly where you want it, never misses the target, and does that zig-zag action jumpy thing that somehow manages to dodge incoming Gatling cannon fire.
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ZPOC
May 18, 2018 20:24:05 GMT -5
Post by lordofdragons on May 18, 2018 20:24:05 GMT -5
. Yeah, I'm opposite to the arcade one, that's for sure. But arcade ones exist a lot already so there's enough room left to experiment with the opposite.
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Post by lordofdragons on Oct 15, 2018 13:43:17 GMT -5
ZPOC-27 or " High Pressure Focused Sulfuric Acid Sprayer"... The most useless weapon in the ZOIDverse? I doubt so .
I just could not resist doing this idea when it came flying by. Just thinking about the possible usage of this little puppy... (Especially when you keep in mind this guy is multi-pilot)
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