• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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.
Sign in to follow this  
Followers 0
Checkmate_001

Snowman Stalker

2 posts in this topic

Hi,

 

I am making a 3D game in DirectX11. The idea of the game is a snowball fight between two snowmen.

One is controlled by the player and the other is controlled with AI.

 

It's my first proper game, so I wanted to keep it as simple as possible, and the only thing I wanted the AI to do was:
How would I code the opponent to move towards the player for five seconds, then stop for two seconds, fire one snowball and then repeat until either the opponent or they are dead?

 

The problems I had were how to get the AI snowman to react to the players location and go towards them.

 

Thanks in Advanced,

Checkmate_001

0

Share this post


Link to post
Share on other sites
It's pretty simple, really. Suppose your location is just a number on a number line, with 0 being "far left" and 10 being "far right."

If the player's number is less than the AI's number, subtract from the AI's number until you are "in range" to fire a snowball, i.e. the absolute value of the difference between the player's number and the AI's number is sufficiently small. On the other hand, if the player's number is greater than the AI's number, add to the AI's position slowly until you get to "in range."


Now, you can extend this trivially to movement in two dimensions by doing the same check for the vertical axis as you did for the left/right horizontal axis. The check for range just needs to become a simple Euclidean distance check (remember your Pythagorean theorem!). Voila, one top-down snowball fighting game.


I assume your 3D game actually takes place on a flat surface and not free-floating in space, so you really don't need much else besides a 2D movement check for your AI. (If you do need 3D flying movement like in Star Wars, just add a third axis using the same steps as before.) The only tricky bit is knowing which axes to use, which depends on how your renderer is set up. X and Z are the most likely pairing (Y is vertical in the 3D view and doesn't matter for moving on the flat surface), followed by X and Y (Z is vertical).


Timing issues are going to be part of standard game loop design and should be well-covered by any article on how to write a game loop and perform time-based actions; there's not much AI-specific stuff there.

Checking for victory/loss conditions (i.e. is someone dead) is just basic programming logic: each iteration of the game loop, if the AI is dead, the player wins. If the player is dead, the AI wins. Not much to it.


If you want more than just a flat open area to fight in, or obstacles, or other things, it gets more sophisticated - but for just getting started, that should be all you need!
2

Share this post


Link to post
Share on other sites

Use a state machine and timers, with states like

 

Idle (waiting to wake up for AI to be run on it, perhaps checking for player coming into activation range)

MoveToPlayer (with 5 second timer)

WaitToThrow (with 2 second timer)

ThrowSnowball (run anim and spawn snowball)

 

then go back to the MoveToPlayer state. You probably want a Hit state and a Dead state too.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0