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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