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Intro April 2007

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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.

Current project:
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.

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converting fps to time seems blindingly easy to me---its done in almost every class in my game. this leads me to think that I am actually confused as to what you need.

you should be able to get the elapsed time since the last frame.
heres some c# pseudo code (yeah i know you probably dont use c#, but I do)

float totalTime=0;
float reloadTime=40f; //ends up being 40 seconds
float lastFiredTime=0;

//update method for the tank object
public void update(float elapsedtime)
totalTime+= elapsedtime; //updates the total time
if( (totalTime-lastFiredTime)>= reloatTime)
{ //fire gun }
lastFiredTime=totalTime; //sets the last fired time to now!

hope this helps, but your going to school for this, so Im sure your problem is a lot more complicated! :D

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Original post by ashstampede
you could or will be working on a game that is not fun or just horrible.
Sad but true. Working in games... it's just another job, and it's not always the fun stuff. Even the games you like have grunt-work that has to be done. Of course, the theory of it is that after you've "done your time" working on projects that don't inspire you, you gain the experience necessary to get picked up by one of the more exclusive, creatively-free studios.

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Yesh! I actully stop and thought about that one for a bit and came to a junk of code very simular. The added difference in my update time was to check for minutes and hours so that it could be used as a game playtime clock.

BUT testing is sort of a nightmare right now as I cant see the bullet do to the turrets not looking at the target, the end up pointing down. I assume this is do to the pivot point on the model.

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