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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Telamon

Warcraft 3 AI Files

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Made the following post to my blog today and was wondering if anyone here was interesting in messing around with Warcraft III AI files with me. I've made a couple that are fun to play against (if not very strong) and even more fun to pit against each other. Using the Warcraft III AI Editor is a little frustrating (but pretty easy) because it would be cool to be able to actually write C/C++/C# code to control units. Does anyone know of a good open source RTS game that supports pluggable AIs?
This is package contains some AI files that will make the computer player execute specific strategies. It is probably not the case that these AIs can beat the ones that come with the game – they’re more for messing around with than practicing against. .wai files can be opened and edited in the AI editor that comes with the game. .ai files are the exported scripts generated by the AI editor that can be imported into maps. The best way to play around with these files is to load the AI editor, open any .wai file and set up the test configuration settings. This way you can pit Ais against each other and also play against them (make sure that you match the race selected with the race that the AI file is designed to control, otherwise you will just see peons standing around doing nothing). WyrmMonger and GruntMaster are .wai files that come with the game. Here are the others: Ghoulish – DK + DL + A ton of ghouls KodoMania – Masses a huge number of kodos, hilarious! Mass Fairy Dragons – Does fairly well against the other AIs here Mass Footies – If it doesn’t win in the first ten minutes, it probably won’t. Max Casters – Shaman and Witchdoctors NightElfBandOfHeroes – Very very weak AI that uses only heroes and towers NoobElf – Builds 40 food worth of archers and hunts and nothing else Sheepmaster – Mass human casters. I had intended for it to polymorph everything in sight, but instead it tends to pwn with spellbreakers. StuffThatBlowsUp – Builds a number of dwarven artillery with knights as backup. Getting these to work OK was a learning process and some of them have trouble with running out of gold and stupidly not keeping 5 miners on a mine. Not really sure how to fix it since the AI editor seems flakey in general (especially for setting up team games on some maps). Keep in mind that the main purpose of these AIs is to amuse, not pwn j00. I got into pitting them against each other and making incremental improvements in their strategies. If anyone modifies these or creates new ai files that are interesting, I’d like to hear about it and play with them. -- John Shedletsky mylastname@stanford.edu Zipped AI Files
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Total Annihilation had a lot of customization features...never even played the game though.
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Me and some others are creating an open source RTS that currently uses Total Annihilation as a base for units etc. It supports pluginable AI through DLL files which sounds like what you are looking for. There is two different kinds of AI DLLs that you can plugin. GroupAIs that is supposed to control a group of units and is assigned to hotkey groups by humans and GlobalAIs that is supposed to take over a team entirely and act like a skirmish AI (in the future we will try to add more support for having this act in support for a human player also). The later one only exist in the CVS repository so far but the next release will include it.

Visit taspring.clan-sy.com for more info.

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Quote:
Original post by Isokron
Me and some others are creating an open source RTS that currently uses Total Annihilation as a base for units etc. It supports pluginable AI through DLL files which sounds like what you are looking for. There is two different kinds of AI DLLs that you can plugin. GroupAIs that is supposed to control a group of units and is assigned to hotkey groups by humans and GlobalAIs that is supposed to take over a team entirely and act like a skirmish AI (in the future we will try to add more support for having this act in support for a human player also). The later one only exist in the CVS repository so far but the next release will include it.

Visit taspring.clan-sy.com for more info.



Whoo that looks nice:D
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