vbGore Free Online RPG Engine

Revolutionizing Visual Basic ORPG Development
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 Post subject: Artificial Intellegence
PostPosted: Wed Oct 03, 2007 1:26 pm 
+7 Claymore of Slaying

Joined: Tue Aug 14, 2007 7:12 pm
Posts: 595
I am very excitied to work on this community project! :D ,


So i was thinking, lets step up this project, and create some very sophisiticated Artificial Intellegence. I was thinking, lets make this very battle realistic and human like.

Im thinking of intellegence, say enemy wise where enemys may change battle formations, flank you in a boss battle , or hide behind an object to seek cover from flying projectiles?


I would be very happy to work on an AI system for VbGORE, please let me know if you think it is a good idea, and then we can create map objects that can be destructible for the AI System.


Of course, i would like to know any suggestions you think i should add in the System as well.

* i will be posting updates in this section on the Artifical Intellegence System For VbGORE:


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 Post subject:
PostPosted: Wed Oct 03, 2007 1:53 pm 
(>^_^)>Kirby<(^_^<)

Joined: Wed Sep 12, 2007 2:18 pm
Posts: 748
Location: New Jersey, US
I think that based on what it is it should have different levels of intelligence

For example: If you're in the middle of a city and you shoot a random civilian the cops should surround you and instead of just killing you they'd tell you to drop the weapon, if you unequip the weapon the group could stay around you and one collects bail from you, then the group departs.


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 Post subject:
PostPosted: Wed Oct 03, 2007 1:56 pm 
+7 Claymore of Slaying

Joined: Tue Aug 14, 2007 7:12 pm
Posts: 595
Yeah ill come up with something like that,

for instance,

hurt a town civilan , guards come and surround you, and probably put you in jail. sounds like a good idea, ill come up with some implementation.

Although, thats quite complicated, we now need a jail , and guard NPC'S. plus a trouble meter, for instance i was thinking

attack a town civilan.

guards surround you:

if your trouble meter is way high, they try to attack you.


Let me know what you think.


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 Post subject:
PostPosted: Wed Oct 03, 2007 2:32 pm 
Arithmophobia

Joined: Thu Sep 20, 2007 5:54 pm
Posts: 328
Location: Los Angeles
I love the ideas, but lets keep it simple for now. definitely some various levels of AI are needed. Such as wild animals who flee from you on sight (exmaple deer) or thugs who run away when they lose a certain amount of health. Maybe even some mage AI that keeps the other NPCs buffed and healed at all times.


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 Post subject:
PostPosted: Wed Oct 03, 2007 2:34 pm 
Slave to the BB

Joined: Sun May 27, 2007 6:54 am
Posts: 3110
Location: new york
the deer and mage ai can probably be ripped from different parts of the current cleric ai. the thug thing should be pretty simple to do.


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 Post subject:
PostPosted: Wed Oct 03, 2007 2:50 pm 
Arithmophobia

Joined: Thu Sep 20, 2007 5:54 pm
Posts: 328
Location: Los Angeles
I figured as much, so I didn't include AI in the initial to do list.


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 Post subject:
PostPosted: Thu Oct 04, 2007 5:49 am 
+7 Claymore of Slaying

Joined: Tue Aug 14, 2007 7:12 pm
Posts: 595
Ok, ill also include animal artificial intellegence. This weekend , ill tell you all what,

ill build a simple 2D Game using .MAR files , and ill use reniers tilesets which will have a cow, a guard , and a civilan. ill demonstrate the artifical intellegence through that, and in the future, we can get artists who can make animal pictures for VbGORE.

why would i build a demonstration without vbGORE? becuase i dont know how to get the artwork into vbgore, i think you have to input .GRH'S which i have never messed around with.

ill let you know how im doing this weekend, keep throwing in ideas, as where getting some good ones.


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 Post subject:
PostPosted: Thu Oct 04, 2007 11:37 am 
Wozzle Woozle Wozniak

Joined: Fri Jun 22, 2007 9:27 pm
Posts: 76
Dunno if this will be able to help you guys out with the AI for seeking and fleeing, but here ya go -
http://gpwiki.org/index.php/VB:Tutorial ... nd_Fleeing


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 Post subject:
PostPosted: Thu Oct 04, 2007 1:26 pm 
+7 Claymore of Slaying

Joined: Tue Aug 14, 2007 7:12 pm
Posts: 595
It may help. i was going to use an logic statement that checks if the player is within enemy distance, and if the player is attacking, and then it prefroms the programmed task.


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