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dre38w

Member Since 26 Mar 2010
Offline Last Active Aug 22 2012 09:42 AM

Posts I've Made

In Topic: Real time enemy/team AI and turn based enemy/team AI complexity difference

20 August 2012 - 03:32 PM

Dude... listen to us a second... your question is impossible to answer. AI is exactly what you make of it -- if you write complex code, it is complex. If you write simple code it is simple. Your entire premise is based on something that is not even defined. Stop worrying about it.


Okay, fair enough. I actually just coded some simple thing to see what I'll be looking at. A little test. It feels like this is going to be relatively less complex than what the other guy wants anyway. haha

Thanks guys. Sorry if I sounded like an idiot.

In Topic: Real time enemy/team AI and turn based enemy/team AI complexity difference

20 August 2012 - 11:44 AM

I mean in coding it. I was having a debate with someone about what would be more complex to code. He figures smart turn based AI is more complex to code and get right than smart shooter/action game AI. I wanted to get other coders' opinions though.

But there are quite a lot of shooters that have pretty straight forward AI. I mean, I've coded some basic AI, waypoints, attacking, jumping over things that are in front, losing sight of player, etc. But pathfinding I would have no idea where to start. haha But turn based, like Final Fantasy for example, probably has its own level of complexity when coding it. But at least there I'd have a pretty good idea where to start.

You don't seem to have to take too much what the player is doing into consideration with turn based enemies. Team AI probably more so. But even then, with the team AI attacking enemies, it's almost the same concept as the enemy AI. I'm probably wrong though. haha

In Topic: Real time enemy/team AI and turn based enemy/team AI complexity difference

19 August 2012 - 07:08 PM

That makes sense. But I've played some shooters with their share of dumb AI and it's quite noticable. Isn't it just some basic checks for turn based? "Enemy timer bar filled. Now allow enemy to attack." Maybe some "Okay an enemies health is low allow it to heal itself OR have another enemy heal." But I suppose a team AI is much more complex. And it would depend upon the actual tasks they're required to do. You would think it's the same concept though right? "Team's timer filled. Allow team member to attack. If a team member's health is low, heal them." Now I very well could be over simplifying it but thoughts?

In Topic: Some advice on how I'm going to charge my client please?

02 March 2012 - 06:03 PM

frob can you elaborate a bit more on what pay-per-deliverable is exactly?

In Topic: Some advice on how I'm going to charge my client please?

02 March 2012 - 05:44 PM

I've been giving this a bit more thought. I figure give pricing options. The hourly rate or the weekly rate. I also figure come to a mutual agreement on the actual payment. That way we both can be happy. Be flexible. But of course don't sell myself short.

Lastly, I'm wondering if I offer to monitor my hours with a program or do I leave that up to the client?

Andrew

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