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.
>
>
>
>
>
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>
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