Note: I apologize, I'm infamous for excessive typing. [=)]
Enemies that wander from one side of a platform to another has its advantages, the greatest one being simplicity in both programming and game play mechanics. My view, however, is that a Platformer with some sophisticated AI makes for a much more breath-taking experience.With Ultimate Extreme Action PONG leaving me with little to work with in terms of AI (Up and Down…[=(]), I built a small Platform Engine, moderately reminiscent of Prince of Persia or Ninja Gaiden and have begun working on a bit of AI for the enemies, originally out of boredom, but currently due to interest.The character I designed, while still only a walking Sprite Mask, carries a gun that rotates and aims in the direction of the player's mouse, and the player must fight the enemies using an arsenal of about 4-6 different weapons as they are acquired throughout the game (and possibly a few spell-like abilities or just regular ol' abilities).This leads to a smidgen of a dilemma. Simple side-to-side AI won't suffice here; the enemy needs to be capable of taking cover, calling for backup, gauging his enemy (you) for combat awareness and ideal firing times, crouch when little cover is available, snipe if possible, throw grenades when the player is under cover, and other such concepts. The enemy needs to be able to think much like the player.I guess I don't really have much of a question, but more of a brainstorming blog. Presently, I have several concepts on paper, with bits and pieces of code started, but haven't undergone any major coding, since the concepts are all still so early in development.Presently, I have these enemies in concept:Faction IPlatformer Enemy AI
Posted by Infinity_Plus on Sept. 3, 2010, 5:07 p.m.
I need this, someone send me the code or some shit.
ahh enemy A.I. oh what fun. i'm working on some horrifying code right now for enemy A.I. it's for my current project. a 4p battle game (platformer) the enemies have to be able to replace the characters if there aren't enough human players available… very tough to get A.I. up to human-level.
i have a little experience with A.I. with my previous game but nothing at this level xDanyway good luck with your A.I. maybe we could exchange ideas sometime ^^The AI isn't finished, or even really started, yet; I'm still working on conceptual design. The Player Engine is complete, aside from the Action Sequences, which are context sensitive, and must be programmed as the game progresses.
Unless you needed the Engine for the Player Movement/Collisions. I have that, albeit the coding may be a bit messy.Your blog broke the front page.
Also, forum page numbering broken, page 12 isn't being displayed, have to go to with with php.look how it lists his name and number of comments
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