Battlefield AI

Posted by DFortun81 on Dec. 31, 2010, 4:47 p.m.

I decided to pull out my old source code and completely rescript it all to feature a lot of new, cool features. Here’s what I’ve got lined up:

1) Buffs, Debuffs, and Spells now have handles for them. Any unit that has learned the ability can now use it in their arsenal. (IE. If I give Dark Prophet Zio the ability to Chain Heal, he will shoot lazers from his chest (since animations haven’t changed) and heal his comrades. Yes, even bad guys can be on the same team.) GM characters will be able to cast whatever they want pretty much. If a GM wanted to create a Warlock / Hunter hybrid, go for it! SHADOW HUNTER!

3) Several new classes and units are currently being developed. [New is a relative term here. I'm using the classes of World of Warcraft for ideas as I'm not a designer and replicating a design is a whole lot less time consuming than coming up with one out of nothing. Thank you WoW for being so awesome.]

4) Creature Unit AI. As I intend to make this engine into an actual RPG some day, I’ll be adding AI for a number of creature types of different mentalities. “Pack Mentalityâ€? and “Independentâ€? will be flags in non-humanoid units.

5) Tooltips and other frames. I’ve worked with the WoW API in the past and with this experience, I put together a set of functions in Game Maker to replicate the process. Sure, it’s not nearly as fast as the ones in WoW, but for a scripting language, it’s not half bad.

I recently graduated from college and am currently looking for a job in my field. I have programmed engines and software for nearly 10 years and feel pretty confident in just about everything I do. Aside form the headache I had yesterday caused by debugging and the immediate confidence boost I got from fixing the problem, all’s good around here.

-DF81

PS: More updates to come. A youtube video documentary showing off the new engine and parts of the source code will come in time.

Comments

Ferret 13 years, 11 months ago

All sounds good.

Congrats on graduating.

DFortun81 13 years, 11 months ago

I got a Lua interpreter working within Game Maker… now all I need now is a way to draw stuff and my WoW addon making experience will finally pay off.

Oh, and recreate the API. lol.

Castypher 13 years, 11 months ago

Did you develop any interesting addons?

And you're missing out on Cataclysm man. Course, so am I, but I'm missing out on it and paying for it.

DFortun81 13 years, 11 months ago

I was the guy that wrote LootTrain. It's a Loot Council addon that extends the Master Looter loot method in WoW to allow for Priority bidding. [Main Spec, Off Spec, Pass / Pass To]

When you bid, it sends the itemcode of the gear piece that you're wearing to the raid. Shows it all in an easy to read and interpret window as well as the tooltip when you mouseover an item.

The Addon can be disabled at any time, so all features are absolutely optional.

LootTrain @ Curse

http://dylanfortune.com/

Castypher 13 years, 11 months ago

Yeah, I've never been into making my own addons. Pretty much, if I need something, someone else has already made it.

Sorry, but the only loot system I've used is EPGP. Didn't care for it much.

DFortun81 13 years, 11 months ago

If programming a WoW Addon will improve my Lua skills enough to make a professional grade MMORPG in the future, why not learn now? =P

Hell, I'd even settle for programming WoW for Blizzard. It's got several more years before they stop making it… two more expansions after Cataclysm apparently. Then Titan, whatever that is.