Thomas, Thanks for explaining that to me. I am glad it seemed simple to you, grin. The switch between travle mode and combat turn mode seems to be two diffrent games I guess. I never really thought about it. It just seemed a natural switch to change modes for diffrent purposes. anyway, take it easy allan
----- Original Message ----- From: "Thomas Ward" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, January 19, 2006 7:03 PM Subject: Re: audyssey: blind dm II > 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. > > > > > > > > > to leave send a blank Email to: [EMAIL PROTECTED] > You can contact the list owners/moderators by Emailing > [EMAIL PROTECTED] > to go nomail send a blank message to: [EMAIL PROTECTED] > change "nomail" to "normal" to resume messages. > Yahoo! Groups Links > > > > > > to leave send a blank Email to: [EMAIL PROTECTED] You can contact the list owners/moderators by Emailing [EMAIL PROTECTED] to go nomail send a blank message to: [EMAIL PROTECTED] change "nomail" to "normal" to resume messages. Yahoo! Groups Links <*> To visit your group on the web, go to: http://groups.yahoo.com/group/blindgamers/ <*> To unsubscribe from this group, send an email to: [EMAIL PROTECTED] <*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
