More MIG stuff

Published October 30, 2005
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Hey everyone,

I did a lot of stuff today, and I hit another milestone: The AI can consistently beat me in a dogfight.

I know that this is typically a bad thing when programming AI, because having an invincible opponent is really boring, but the hard part was getting the AI to this level, now all I have to do is scale stuff back, and I have a good balanced dogfighting AI.

I think today I am going to talk about the process I went through when programming the MIG AI.

Step 1: Analyze what I do when playing
The first thing I did was to think about how I played the game, and I tried to model the AI after my style of gameplay because.... well.... I was the best subject at the time.

Step 2: Make the AI work (a little)
Next, I made the AI so that it would do little more that try and point towards me, and shoot when it did, simple, but a good base point.

Step 3: Play the game until the AI made a mistake
After the AI makes a mistake, I would quit the game, and then write some code to stop it from making that mistake again.

Step 4: Repeat Step 3 for a loooooooooong time
I repeated this for a long time, until the AI made very little obvious mistakes.

Step 5: Add some uncertainty
Next I added some randomness to what state the AI was in. For example, if the AI was trying to turn inside you, make it turn the wrong way every once and a while. I found it was at this step that it became fun to fight the MIGs

Anyways, that's just how I did it with Angels 20, but I think that model is a good general guideline to follow.

The high point of my day today was playing the game, dogfighting a MIG while trying to protect my ABL. The MIG climbed and ran away, only to return a couple seconds later behind me, where upon it fired a guided missile at me, turned towards the ABL, and proceeded to shoot it down while I was trying to outmaneuver the missile..... I'm happy.

Anyways, here's a screen of me about to lose a fight with a 4th-tier MIG.



I'll talk to you guys later!

Angels 20 Feature WorkList
-An Actual Front-End Menu
-A Map of the Level on the HUD
-Good MIG AI
-Destructable Tiles
-A checklist of enemies on the level
-Repair Trucks that actually have to stop to repair stuff
-Ground Vehicles that can shoot at you
-More weapons (ie. Napalm, Cluster Bombs, etc)
-Fully Automatic Gun
-Forward Supply Bases
-More mission parameters (ie. timelimits , targets , etc)
-Random HUD Stuff
-Expanded Tileset
-Improved Level Editor
-Gameplay balancing and tweaking
-Cutscene Integration
-New Mission Types
-Integrate Capital Ship Entities
(Almost Done!!!!)

Dont Forget To Try Out The Latest Version Of Angels 20

0 likes 4 comments

Comments

Battagline
How did you do your exhaust trails?

Just curious
November 02, 2005 05:51 PM
Sir Sapo
We just "drop" a smoke sprite everytime the player moves a certain distance. The sprites rotate randomly, and drift with the wind, until their timer runs out and they dissapate.

Thanks for the interest
November 03, 2005 08:50 AM
Battagline
Sounds a lot like the particle system I wrote for Epoch Star... I've had problems with particle emitters that move too fast. The particles get really spaced out. I was just wondering if you did it differently because your smoke particles all seem to be spaced pretty well.

Thanks
November 03, 2005 02:36 PM
Sir Sapo
Yeah, if we have somehing that is moving really fast, the sprites can get pretty spaced out, but we scale them up as they live longer, so sooner or later the gaps are filled.
November 03, 2005 08:57 PM
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