Well, that sounds interesting, but there is a problem. I wouldn't have
a clue how to create something like that. Truth is although I'm a fair
programmer I wouldn't know where to start to create something like you
are talking about. You are quite frankly talking over my head and
skills as a programmer. That's one reason I'm not exactly jumping up
and down to add an editer. I have a very very vague idea how to do it,
and that would require a lot of experimentation etc. I'd rather just
write the game the way I know how and not spend two years trying to
figure out how to get this editer to work.
On 4/13/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> On the Ai score, one game I really admire for ai which I came across
> recently (thanks to a friend), is the pc doss beat em up one must fall 2097.
> One of the cleverest things about it, is that though it only had 8 basic
> robots, all of whome had moves in standard beat em up style, each also had a
> pilot with stats.
> The robot determined the move set, what sort of punches and kicks there were
> and what specials were available, while the pilot determined the robots'
> health, overall speed and yes, Ai.
> The game also had tournaments which were completely editable by players
> where people could write in not only the which robot opponents used, what
> the opponents said, but also what the opponent's pilot stats and Ai was.
> The ai in text file was catagorized by sets of three words all off which
> determined behaviour in the one on one fighting match.
> Aggressive passive or neutral,
> airial ground based or mid range,
> jumping, kicking or punching.
> combinations of these three setup how opponents fought.
> For instance, an areal punching opponent would try to jump in and punch you,
> where as a defensive jumping opponent would do a lot of jumping away.
> This left players lots of room to customize tournament opponents in the
> game, even though there are only 8 basical beat em up characters to play
> with in terms of special and normal moves.
> Perhaps a system like this, where the ai was tied to a number of properties
> which a player could set in each wrestler might be the way to produce a
> really diverse game.
> For instance, have a number of variables from 1-5 which determine the
> likelihood of the wrestler doing certain actions, eg turnbukle 1-5 to
> determine how likely it will be the wrestler will try attacks from there, or
> submission hold 1-5 to determine how likely a wrestler would be to try and
> get their opponent in a submission hold.
> Given that the game will presumably be turn based and not real time, this
> would seem a good way of determining things, by controlling the wrestlers'
> stats and their good technique of mooves at specific points.
> For instance, a really low level, bad wrestler may be very heavy, but may
> try to get on the turn buckles a lot and fail a lot, while a big hefty
> fighter with more experience might stick to the ground and try to pin and
> hold their opponent.
> Ditto with face or heal maneuvers like using steel chairs or going outside
> the ring, or indeed technical vs brutal style.
> Yes, this would probably take some more thinking about and programming, but
> this is just to illustrate how you could have both an editable game, and a
> game with reasonable Ai.
> This is in fact one thing jason has said about entombed, that if he begins
> on Entombed Ii, he will start coding it with the intention of making it
> editable rather than trying to alter existing code later so as to add an
> editer to the game.
> Beware the grue!
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