Intro April 2007
Currently I am sitting at my pc stomps as to what to code next or should i go to bed? Its currently 2 in the morning.
The command prompt pops up, thus informing me mechcommander 2 source code just finished installing.
It was free from microsoft.
I am working on a second year collaborative project where the two game course at UCLAN come together to make a game.
WHOO frigging HOO.
I have not enjoyed this project from the start, simply and purely because it is boring and not fun.
Shouldn't a game be fun?
But it is for a grade and soon will it be for a pay check?
About a month ago team17( makers of worms) came and talked to us, it was cool. They just gave us an industry point of view from there dev studio.
Some questions were asked like what are you working on now, how decides what gets made.
Team17 pretty much confirmed the publisher decides the game. This bring back to the fright that you could or will be working on a game that is not fun or just horrible.
This group project is "an open battle field tank game", I am responsible for the enemy AI.
This in itself is a problem as I like AI but I don't want to specialize in it. To clarify "like"; In games I buy I will always be amazed at what the AI can do over how pretty the game is.
Currently in this project I have sorted out a FSM, but that is about it. I never been motivated to do much work on it, opting to work on all other projects and neglecting this till the last 3 weeks.
Things I have to do.
-Targeting: I want to get the tank to turn its turret and fire on the player, currently There is a FOV, when the player is "seen" then turret is lock at the point it saw the player.
-Timing for shooting: First toooooooo slow now tooooooo fast. I need to get the tanks to wait, setting up a reload time before they can fire. SO I need to figure out converting the frames per second to real life seconds.
-Steering: Originally I was simply going to have a hillclimb algorithm, The one on this site in game. But we have far less building in are terrain. Now I will sort out a steering avoidance. where the AI will get a target point and go to the point. If there is a building "arch" around the building and continue the straight line.
-Other: Stuff I am missing that will show up later.