Sorry for the late responses This semester is quite busy for me
I probably will start using the WSE at some point. It will help streamline a lot of the coding (especially the AI/battlefield coding)
as far as progress... like I said, this semester is really busy, so I haven't gotten any coding done, just theory. So far, I have taken control of the npc's footwork to some extent. Right now, the npc does a very good job of maintaining a consistent distance from the player; he has much better "footwork reflexes" than the stock AI. Also, they can successfully execute a timing-based counter (in other words, they charge in and attack immediately after you attack; the result is that they enter range and hit you while you are in the "follow-through" stage of your attack)
When I can get back to coding, I will code the AI concerning what to do at different ranges, get them executing timing-based-counters at various ranges, executing 1-time counters, experiment with chamber blocking, add in some randomization, and maybe even experiment with some lateral movement. I'm not exactly sure when, but I will also begin coding AI attacking (not just countering and defense) because currently, my AI is almost purely defensive . Perhaps this summer I will have a challenging but scalable melee AI and hopefully implement that AI to all npc's based on stats.
Here is something that we should definitely discuss:
which stats should determine the personality of the npc and how?
I suppose that stats like ironflesh and strength are one indication. A stronger, tougher npc would be more fearless/confident and probably offensive; they would probably tend to "grapple" more than other npc's. An npc with higher agility and athletics would likely try to stay out of range more and utilize timing/footwork based attacks/counters. An npc with lower intelligence would likely be more of a brawler tending to "grapple" and fight at close range and likely use simple techniques. An npc with higher intelligence would likely tend toward more sophisticated/advanced techniques (like 1-time counters and chamber blocks).
But there are a lot of stats, and the more stats we utilize for determining personality, the more varied experience we will have when fighting with npc's.
I'm not sure exactly what you mean, but I believe what I'm currently working on qualifies.LittleJP said:Are you able to encode more footwork in the AI?
That certainly looks interesting. The fellow will need to learn some coding. Maybe I could help him related to coding (help him to learn coding at least). It's definitely something that is in the same vein as what I am doing.Conners said:Downloading now !
Something that might interest you, Ares, is this fellow's new project: http://forums.taleworlds.com/index.php/topic,211833.0.html
Going to be working with him. With time, his project might meld with yours perfectly. Would love it if we could get a compilation of mods that make a very authentic medieval experience.
PS: Sorry if this is off-topic, but I'll also mention this: http://penny-arcade.com/patv/episode/stand-together-the-gaming-community-vs-sopa-and-pipa
PPS: What's, "WSE"?
I probably will start using the WSE at some point. It will help streamline a lot of the coding (especially the AI/battlefield coding)
as far as progress... like I said, this semester is really busy, so I haven't gotten any coding done, just theory. So far, I have taken control of the npc's footwork to some extent. Right now, the npc does a very good job of maintaining a consistent distance from the player; he has much better "footwork reflexes" than the stock AI. Also, they can successfully execute a timing-based counter (in other words, they charge in and attack immediately after you attack; the result is that they enter range and hit you while you are in the "follow-through" stage of your attack)
When I can get back to coding, I will code the AI concerning what to do at different ranges, get them executing timing-based-counters at various ranges, executing 1-time counters, experiment with chamber blocking, add in some randomization, and maybe even experiment with some lateral movement. I'm not exactly sure when, but I will also begin coding AI attacking (not just countering and defense) because currently, my AI is almost purely defensive . Perhaps this summer I will have a challenging but scalable melee AI and hopefully implement that AI to all npc's based on stats.
Here is something that we should definitely discuss:
which stats should determine the personality of the npc and how?
I suppose that stats like ironflesh and strength are one indication. A stronger, tougher npc would be more fearless/confident and probably offensive; they would probably tend to "grapple" more than other npc's. An npc with higher agility and athletics would likely try to stay out of range more and utilize timing/footwork based attacks/counters. An npc with lower intelligence would likely be more of a brawler tending to "grapple" and fight at close range and likely use simple techniques. An npc with higher intelligence would likely tend toward more sophisticated/advanced techniques (like 1-time counters and chamber blocks).
But there are a lot of stats, and the more stats we utilize for determining personality, the more varied experience we will have when fighting with npc's.