Hi, Allan.
It should be possible to use prerecorded voices as well as
self-voicing. I see no reason why it can't be done. For the game
synthasized voices would be necessary as there would be
many dialog seens.
As to programming an AI, artificial intelligence, for a game there is
different approaches to handling that. One way is through a technique
called fuzzy logic. I'm not going to go in to detail how it works, but
it is one method.
Another method is more strait forward, and is based on specific
conditions. You would test for general things like monster was hit so
retreat, and then attack. Monster hit player, monster is fairing better
in the battle, so continue the attack.
Let's say our monster is a dragon. His fire can reach up to 100 FT.
Well, if he wants to get in the first attack he might wait until he is
with in 100 FT or at least 60 FT and blast the adventurer or adventurers
with a fire attack.
Ok, now the dragons fire is spent for x amount of time so he moves to
maximum speed to reach the adventurers, and uses his claw attack, or
bite attack. It might look like this.
// Dragon attack state.
if(Dragon.GetDistance() <= 60 &&
Dragon.HasFire() == true)
{
DragonFireAttack();
}
if(Dragon.GetDistance() <= 10 &&
Dragon.GetFire() == false)
{
DragonClawAttack();
}
// Retreat from the battle.
if(Dragon.HitPoints() <= 4 &&
Dragon.HitPoints() > 0 &&
Player.HitPoints() > Dragon.HitPoints())
{
DragonEscape();
}
The above code is a very simple conditional AI system, but in some cases
all a game needs. In more complex situations where a extremely
humanlike intelligence is required then a dev might use more
safisticated means like logic systems.
Anyway, you are right FPS is a first person shooter. Those are all in
real time. With RPG I was wondering how moving from real time to move
based would work electronically. In my experience a game is either one
or the other.
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