• 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.


This topic is now archived and is closed to further replies.


AI in a football game

1 post in this topic

Just lookin for some suggestions... What would be the best way to implement an AI into a football game similiar to the old Techmo Super Bowl games? I would like somethin a little smarter..from what I can see in the Techmo games is that the players(dback, lineman, ect..) must have been programmed to do the same thing no matter what. Example...the defense picks a prevent play(guard against a deep pass for those of you not familiar with it) but the offense picked a run play....there was no reaction by the defense until the player reaches the line of scrimmage then every player on the defense makes a dead straight line for the player at the speed of light but the offense(if you had barry sanders, emmit smith, ect) would always pick up a huge gain....now this is probably the easiest way to go about it but i would like to throw in a few more possibilities...make it a little more intelligent AI. anyway thanks for any suggestions.

Share this post

Link to post
Share on other sites
You will want to use a FSM (finite state machine) design.
For the defensive AI, I would start with the line of scrimage and the spot at which the ball is spiked. The line cood be represented as y and the place where the ball is snapped is x,y. Based on the formation that is chosen, each player moves to a spot relative to (x,y)
Now there are 2 basic types of defence, man and zone.
These are the two basic states.
On a zone defence, have the defensive players run out to predefined spots that are relative to (x,y) and if anyone is in the players "zone", the defensive player will move in.
For man coverage, the player will use an alteration of the chase algorithm to stay on the player, leaving space, if that is desired by the play.
Now if the offence decides to run, the line backers and at least one of the safeties will immediately attack the ball. Corners only attack when the runner is passed the line, to pervent flee flickers and HB options.

That''s about it. I''m a strong AI programmer and a 3D graphics guy, so if you need help e-mail me.

I am a football junkie, an know a lot about offensive and defensive strategy.



Share this post

Link to post
Share on other sites