ID:87441
 
Keywords: ai, design, rts, spec
Alright... decided to go with a one post per day thing so my posts didn't knock each other off the list so fast.

Here we go...

Latest real time stats panel.
I added...
- Resources and Unit counts
- Percentages
- Dynamic player colors (matches in game color)



Here's a shot of the latest game. What's new?
- Now have a Factory
- 3 ground units. s/m/l
- Units currently move about randomly which is kinda fun and may stay that way.
- Each players selection rect is visible which is sort of unique and fun.



What else.. I ended up adding test controls for the player after each new "addition" so I could make sure it works as expected.
- Add Turret
- Add Factory
- Add Energy
- Add Mine

After adding the factory, I kept running into a whole bunch of "what should the AI do in this case?" As examples...
- Who should the AI attack first? My answer was to make the units randomly move about which is kinda neat as it introduces the "luck factor". This might be ok if the player has other stuff to keep them busy.
- What type of units will the AI build? My answer is to randomly choose one but make sure the distribution of unit types is even. Factories switch unit types all the time as needed. This is a little lame.

My personality attributes don't cover those types of things. I'm still working on it but I find that I'm dancing around the issue more and more.

What else...
I discovered that my design currently supports hundreds of units on the screen at the same time and the CPU is around 5-8%.



So.. what's next?
I dunno actually... more actions for the AI I suppose.

ts
As always, feedback and suggestions are welcome.
Instead of random movement, how about more tactical movement?
Theironx wrote:
Instead of random movement, how about more tactical movement?

:) We shall see. I'd like to try for something non-standard if I can. I don't like the idea of piling up units on such a small board. In fact, piling up units isn't all that exciting in general. I'd like to keep the action fast and players making lots of strategic choices.

I was considering a 3 step way-point system coming out of the factory. After the unit has destroyed its target, it then moves into random mode or perhaps back. This also enables the creative player to attack with multiple units by bringing together multiple way-points.

I don't know yet...
Tsfreaks wrote:
Theironx wrote:
Instead of random movement, how about more tactical movement?

:) We shall see. I'd like to try for something non-standard if I can. I don't like the idea of piling up units on such a small bored. In fact, piling up units isn't all that exciting in general. I'd like to keep the action fast and players making lots of strategic choices.

I was considering a 3 step way-point system coming out of the factory. After the unit has destroyed its target, it then moves into random mode or perhaps back. This also enables the creative player to attack with multiple units by bringing together multiple way-points.

I don't know yet...

Or, a more controlled random mode would be cool. As in, a "panicked state". After the unit is attacked or something, it gets panicked and goes crazy. Just a suggestion.
Theironx wrote:
Tsfreaks wrote:
Theironx wrote:
Instead of random movement, how about more tactical movement?

:) We shall see. I'd like to try for something non-standard if I can. I don't like the idea of piling up units on such a small bored. In fact, piling up units isn't all that exciting in general. I'd like to keep the action fast and players making lots of strategic choices.

I was considering a 3 step way-point system coming out of the factory. After the unit has destroyed its target, it then moves into random mode or perhaps back. This also enables the creative player to attack with multiple units by bringing together multiple way-points.

I don't know yet...

Or, a more controlled random mode would be cool. As in, a "panicked state". After the unit is attacked or something, it gets panicked and goes crazy. Just a suggestion.

Good one. :) I'll think about it.
"I discovered that my design currently supports hundreds of units on the screen at the same time and the CPU is around 5-8%."

On screen is one thing. Over a network is another. ;)
ACWraith wrote:
"I discovered that my design currently supports hundreds of units on the screen at the same time and the CPU is around 5-8%."

On screen is one thing. Over a network is another. ;)

Yeah... that concern remains doesn't it. :)