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Member Since 02 Dec 2004
Offline Last Active Sep 29 2016 07:10 PM

Posts I've Made

In Topic: collision and astar maps, variable entity radius

29 September 2016 - 07:15 PM

Need a system that first allows FAST (least processing) culling of the situation which doesnt give False-Netatives

Probably including some space dividing system to limit the set of candidate obstacles from the earliest


THEN detailed collision checking is done upon the remaining rough Positive indicators to determine True positive/negatives,

at which time the  (more) exact/precise collision detail also would be used to create the appropriate reaction to movement



You may need to use both a point obstacle system (useful for dynamicly moving obstacles) and for continuous surfaces (frequently an area mesh)

In Topic: ideas for stone-age mini-games

29 September 2016 - 03:20 AM

'knuckle bones' ...  you literally played with the knuckle bones of some food animal (?) so likely for agricultural age people


Interesting thing was they were NOT symetrical and when rolled fell with an irregular statistical pattern on the different facings (which had names of their shape rather than numbers).





my mention of 'pre-tecnological'  - that early hominids may have thrown rocks earlier than anything else.  I recall a case of paleoarcheologists finding an fairly early hominid site in africa  where there had been a large colony of baboons, and several tons of rocks of a convenient size (to throw) were deposited there  where the hominids had been systematically trying to kill the baboons for food.  I believe this was PRE stone age hominids...


rocks/slings/throwing spears/arrows/atl-atl   all take more than a little practice to be effective at range


and probably stick fighting/clubbing as well  -- even after the range weapons used above - (the monty python joke...) the target  often

"wasn't quite dead" .




I recall from a history book long ago, that for many Native Americans (and likely in many other diverse cultures) GAMBLING had a religious connotation ('luck' having some metaphysical connection).

In Topic: ideas for stone-age mini-games

27 September 2016 - 04:37 PM

"Pull My Finger"  (crude jokes) ....




Throwing rocks at things was an early (pre technology) skill that probably was ENDLESSLY practiced by children.

In Topic: let the player be a badguy?

27 September 2016 - 04:27 PM

In the (3) BioShock games dont you effectively play a mass murdering psychopath.? 




If the player is allowed to do 'socially negative' activities, then there should be repercussions.  You do something bad and everyone else eventually knows it.   You become a known "outlaw" and you are subject to be killed on sight by groups of people you cannot beat.


In the early days (before our 'civilized' social conventions) everyone was wary of everyone they didnt know (and doubly of those they did know were bad).   So establishing a 'good' reputation with whomever you meet should be part of your game's social system.


If you employ some 'stealth' ambush to try to hide the 'crime', then people in the vicinity are put on alert (and strangers are often blamed).


In an age of customized/self made goods, many things you steal will be identified as being stolen.


In 'caveman' days (sparse nomadic peoples), EXILE was a typical punishment which often was resorted to and could be  fatal in the hostile environments the people existed in  (demonstrating the critical importance of cooperation between people in such a game)


Going Rogue might still be allowed in your game, but to be realistic it should be made a very difficult path.

In Topic: target selection strategies

26 September 2016 - 06:27 PM

Depends alot on the various game mechanics of the combat (and related movement/healing skills/ammo/etc...).   How complex it is will explode the available strategies/tactics and the decisions which migh be made to get best results. 



Frequently there is an 'across turns' (temporal) element to strategy where a tactic needs to be a sequence of actions, as well as the AI considerations being a dynamic situation problem.


Some games Ive played have area effect attacks where it is advantageous to hit a cluster of targets to do the most damage


Many games have opponent hit/attack with their full attack power until the time they are dead so you want to concentrate fire to kill the already damaged targets as much as possible (depending on how good your defensive resistance is)   Some game situations have a cluster od weaker minions with near the same attack as ONE very tough/high-HP 'boss' - where you want to kill the minions first before finally grinding down the 'boss'


Other games have cooldown timers for different attack styles which means your strategy shifts as the battle progresses matching your spectrum of attacks being available


and some have prep buildups where you have to stay undisturbed long enough to get the BIG zapper attack off with all it multipliers (other games have combination action attacks which likewise require a sequence to get off an attack of much higher impact)


"Getting it before it reaches you" ... (range preference and movement to maintain range if possible)  - frequently 'range' oriented character classes are 'squishy' (low HP and measely armor) and die very fast in melee


and some 'attacks' which you can only do at close range


A target that can move between cover (or with partial defensive factors from cover its in)  is less preferred than one out in the open  that you can concentrate on destroying.


One game has enemy movement which takes them out of your firing range and then circles around and comes in at a different angle (you want to tehn fire at available targets in the mean time, but also turn to face the incoming enemy when its returning. There also then is an interval for healing (some actions of which take dedicated setup time to have their effect and get cancelled if interrupted)


Of course there is the movement element of your trying to get as much defensive cover while minimizing your targets (or a particular BEST target)


some games the maneuverbility is important so then theres a consideration of the terrain you choose to move through/get to... (which often has alot to do with INITIAL positioning before the 'battle starts (ambush selection or getting into a good defensive position)


Some game mechancs are different about how you are allowed retreat/disengagement (which can turn out to be the best strategy in a losing situation (or the result of poor randoms  or unexpected enemy reinforcements)


Then there is the whole 'what allies do I have and for what can I count on them for)  -- directly as pets/squadies or indirectly as nearby allies keeping some portion of the enemies busy or opportunities to concentrate fire  etc...




A combat AI I once did kept a target tracking list for the AI (each object) so as to NOT have to rebuild its target data EVERY time (alot of processing) and required extra mechanisms to add/remove targets as they came into or left the battle situation.

The strategy employed a planner  method to track options and set goals and a WHOLE lot of evaluation processing to digest situational data to use for the decision making.


Short of such a complex system, just improving AI somewhat over the usual :  "stand/walk the rail,  then activate on radius,  then charge at player to melee or start range attack, and continue til dead"  standard 'dumb' scripting of opponents will be better than what many games have had for so long.