• 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
Ahmad Eid

How hard is AI

12 posts in this topic

Just for the sake of chitchat, I have the impression that if your game is ready and the only thing missing is the ai for all enemies, your game is just half the way implemented, comparing proportionally.. in a very loose way.

Thing is, you can use a graphic engine, a physics engine..but the ai and gameplay you will have to code yourself, and your ai have to cope with your gameplay, so I have this idea that its basically 50%/50%, gameplay/ai..generalizing. for a rts I thing the ai dominates development entirely..

 

how close is that line of though? 

0

Share this post


Link to post
Share on other sites

Just for the sake of chitchat, I have the impression that if your game is ready and the only thing missing is the ai for all enemies, your game is just half the way implemented, comparing proportionally.. in a very loose way.

Thing is, you can use a graphic engine, a physics engine..but the ai and gameplay you will have to code yourself, and your ai have to cope with your gameplay, so I have this idea that its basically 50%/50%, gameplay/ai..generalizing. for a rts I thing the ai dominates development entirely..

 

how close is that line of though? 

 

Depends on the game.  Your average side scrolling shooter, most of the AI isn't reactive and just moves in patterns, or just given an initial velocity and a fire rate.  The average MOBA doesn't have much either beyond basic pathfinding and attack AI.  (That's not counting Bots for the players of course)

0

Share this post


Link to post
Share on other sites

Only God or our Creator truly knows, if you pray nicely he might share the source code rolleyes.gif

 

But your question is too broad. It can be fairly easy from a simple follow and evade AI to thousands of agents at war all inteliggently using terrain, weapons and morale to their collective groups tactical advantage.

Edited by Greg Quinn
1

Share this post


Link to post
Share on other sites

Only God or our Creator truly knows, if you pray nicely he might share the source code rolleyes.gif

But your question is too broad. It can be fairly easy from a simple follow and evade AI to thousands of agents at war all inteliggently using terrain, weapons and morale to their collective groups tactical advantage.

And only him makes unartificial AI, very realistic AI, and he keeps on doing that over a 1000 times every second.
0

Share this post


Link to post
Share on other sites

 

And only him makes unartificial AI, very realistic AI, and he keeps on doing that over a 1000 times every second.

 

 

1000 times a second equates to a clock speed of 1KHz. Even double this rate is hardly an impressive figure for a God. In fact, a 1982 ZX Spectrum would be running like a Ferrari in comparison, with it's 3.5 MHz processor being over 1000 times faster!

0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0