Artillery Game Design and Implementation

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9 comments, last by benfinkel 22 years, 9 months ago
Ahhh ... Artillery games. I was inspired a month ago to start on on a 3d version of this genre - remembering the many happy hours of playing scorched earth and later Worms.

I have an artillery game in development at the moment. The basic game engine and physics is complete - Projectiles, players, collisions, Terrain generated from heightmaps, deformable terrain, particle system, wind and some fancy effects like water, vapour trails etc.

My intention is now to work on making it multiplayer, as it is an ideal low badnwidth non-ping dependent game for the net.

However, i firmly believe that all good muliplayer games should still have a fun and challenging single player mode and herein lies my question. Computer AI for this type of game.

Obviously the computer can work out exactly what shot can hit (well actually high terrain avoidance can be tricky!) and i''d hate to program the AI so it just randomly missed until it decided to hit.

Anyone got an ideas on an way of approaching the AI that is fair?

pH



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