1
Programming / Re: starting a new rl as my graduation project
« on: March 07, 2012, 12:20:27 PM »
@Snargleplax
Thanks for the links.
At the beginning of the project, my project advisor acted like "I'm not interested in games so you have to show me something that I might care about.", so I decided to start an AI focused game. Right now, he's acting like "Let's just make a game, we might do something good and other students might follow you to take a game project too.". I'm encouraged by this change of mind. The game will still be AI oriented though, nothing has changed.
@corremn
Thank you for your ideas.
I'll use FSMs, but I'll try to tackle a few different kinds aswell. It all comes down to the amount of time I can spend on the project.
After the project starts to shape, I'll open a progress blog.
How far I can take the AI, I don't know for sure. I'm new to most of the AI concepts and it'll take some time to learn what I need. I do realize that complex AI behaviour is hard to show. As the game will be oriented on AI, I'll try to shape the gameplay, rules and enemy types to show the enemy behaviour as best as I can. This might lead to a non-traditional roguelike, as opposed to what I was thinking of initially.
UPDATE III - Right now I'm working on a school assignment and I won't be able to start working on the project until the 7DRL week. I hope to start shaping up the engine that week.
Thanks for the links.
In that sense, it seems unfortunate to me that the effort involved in making your game work as a web app will inevitably take away time you could focus on the AI aspect, leaving your project somewhat less focused than it could be, but I guess it's all a question of what your priorities involve.You're definitely right about this. I haven't decided anything about save/load mechanisms yet, but when I do, I feel like I can use a few of Unity's tricks to make life easier for me. I didn't explore further into the subject, though.
At the beginning of the project, my project advisor acted like "I'm not interested in games so you have to show me something that I might care about.", so I decided to start an AI focused game. Right now, he's acting like "Let's just make a game, we might do something good and other students might follow you to take a game project too.". I'm encouraged by this change of mind. The game will still be AI oriented though, nothing has changed.
@corremn
Thank you for your ideas.
What kind of AI are you looking at? Finite State Machines are generally done for AIs but I am interested in seeing other kinds. Especially learning concepts combined with some sort of multi-agent adaptability.
Will you have a blog of your progress? Upload UML diagrams etc? AI in roguelikes has never really been taken very far.
Remember that complex AI behaviour is hard to show in a roguelike, that is, the player usually never notices it.
I'll use FSMs, but I'll try to tackle a few different kinds aswell. It all comes down to the amount of time I can spend on the project.
After the project starts to shape, I'll open a progress blog.
How far I can take the AI, I don't know for sure. I'm new to most of the AI concepts and it'll take some time to learn what I need. I do realize that complex AI behaviour is hard to show. As the game will be oriented on AI, I'll try to shape the gameplay, rules and enemy types to show the enemy behaviour as best as I can. This might lead to a non-traditional roguelike, as opposed to what I was thinking of initially.
You could also go with Java and make it a webstart app. Java's suite of data structures would be great support for AI.That might be a good fit, but I want to stick with Unity right now as I've already spent about two weeks trying to figure it out.
UPDATE III - Right now I'm working on a school assignment and I won't be able to start working on the project until the 7DRL week. I hope to start shaping up the engine that week.