Tactical AI Kit: Go Outside.
by Bryce · 08/02/2010 (12:11 am) · 11 comments
I think this may be my third blog where I start out reminding you in all caps to ALWAYS BACK UP YOUR WORK.
I'm not going to go into detail, but long story short, Windows decided to screw itself vigorously and all I was left with was a flash drive backup I made before my trip to Turkey, with my TAIK project and a few basic small things on it.
Good news: TAIK is saved.
Bad news: I forgot to back up the documentation, and a couple hundred high-res pictures and videos of my vacation.
Here's something I want to run by any potential buyers of the TAIK (If you're out there, speak up! I'd like some idea of the demand I should be expecting so I can figure out a decent price.). My original documentation was the typical resource-style installation instructions, that involve “go to line n and insert n below n.” That usually works for most little mods, but there are a lot of changes all over the engine code and scripts for the TAIK that make that method a time consuming nuisance.
Anybody who knows the program called WinMerge will know that it's a tool from the heavens. You give it two directories or two files, and it compares the two to show you every little difference. It lets you select a difference, and merge it into the other.
So, I could ship my T3D project with no changes other than having TAIK already installed. The new, simpler installation instructions would tell the user how to use WinMerge to merge my code into theirs. You let the WinMerge find the differences between your T3D game, and the AI-only version I ship out, and then you can also use it to merge in the changes. Or, if you're absolutely positive that you haven't modified a file in question, you can overwrite it with mine. It's also a lot harder to accidentally miss something this way, and installing the kit takes under fifteen minutes.
Regarding release, I just need to write out simple documentation about setting up your weapons, players, maps, and adding new datablocks. I'm probably going to do video tutorials for map setup, because it's a lot easier to explain something through video and audio than it is through pictures and text. I'm also waiting for an email back from Derek Bronson about getting the product up in the store (unless he's not the one I should be trying to talk to, anybody with a fancy name tag willing to clarify?). If all goes well, we're still looking at a release of the messy, “the-code-makes-no-sense-but-it-works” version of the Tactical AI Kit before September!
Now, the cool part of the blog that has pictures.
Not being able to cope with being done with Torque after my TAIK project is finished, I've decided to start on an actual, you know, GAME. Mostly something to keep me busy, but if it turns out well and is fun to play, it could sell. A lot of what I'm writing about has already been implemented, some of it is part of my plans for the near future, but I thought I'd share my design ideas with you to get some feedback.
I'm quite fond of first person shooters, just not really the ones built today. Fast-paced is fun, but to force that fast pace, developers have to resort to linear maps and predictable elements (invisible checkpoints), which drags down on the replay value.
My goal is to build a first person shooter that requires some degree of thought. Instead of regenerating health and being able to take dozens of bullets without dying, the player should be physically equal to the enemy. The only thing giving you an advantage is stealth, and your ability to stay stealthy depends on the decisions you make. You take 1-2 bullets, goodbye. If you see two enemies up ahead, you shouldn't think “oh, I'll just bust out mah M203.” You should actually see them as a threat, and think about what consequences blowing them up might bring. Alerting everyone and having backup moving in to search the area is going to make it hard to survive when you're outnumbered and actually vulnerable. You might eventually resort to taking them out with some sort of silenced rifle, or wait for them to pass by if you're worried about the bodies being found. Sure, the gameplay is slowed down a bit, and it won't please a lot of the low-attention-span gamers of today, but completing a mission would actually be rewarding, because you managed to fulfill your objectives when the odds were very much against you.
This means non-linear maps, lots of night missions (night ops are always a lot of fun), and dynamic AI (cough Tactical AI Kit cough cough). This means that the missions should play differently each time, especially when the enemies are randomly spawned and wander about. I've ported most of my original work you've seen in my TAIK demos to Torque 1.5, and that's where I've started the skeleton of this project (this also allows me to fine-tune the AI so they perform in all situations). I also plan on having a few “fast assault” missions, which put you in heavy body armor, with many enemies and a nice amount of teammates by your side, as a way to reward the player for taking the stealth missions as slowly as they were.
My idea of non-linear.
I've created an experience point system. Each kill you make is rated by a number of factors depending on the quality of the kill.

“Interesting” kills rack up more experience. You can see descriptions of my last two kills on the left side of the above image. The most recent one gave me 10 points for killing the enemy, 2 points for the headshot, 30 points for him not being alert when I killed him, and 5 points for “Stranger”, which means he had never seen me in his existence. At the bottom left, above my health bar, you see the experience points I gained while playing this map (92), and all the points I've accumulated ever (8601, after messing around with this for the last few days). I've created a lot of ways to earn extra points with your kills.
Headshot - 2 points for the instant kill.
Precision - 20 points for making a headshot while prone and aiming down your sights/scope.
Spray and Pray – 5 points for shooting an enemy without aiming down your sights (which I purposefully made hard to do so that people don't do it.)
Desperate Times – 5 points for making the kill while you only have 15% of your health left.
Penetration – 10 points for shooting and killing the enemy through a thin surface
Explosive – 5 points for kills with explosives. Grenades, M203s, claymores, etc.
Messy – 10 points for directly hitting the enemy with a projectile explosive.
Close Quarters – 5 points for killing an enemy closer than 10 meters.
Long Range – Starting at 10 points at 90 meters, long range kills give you points depending on how far away your target is.
Fast Mover – If you got the Long Range bonus, you'll get an extra 10 points if your target was moving while you shot him.
Go Outside – No scopes. Congratulations, you just got one whole point for doing something that every complete douche on every game on the planet boasts about and puts on YouTube.
Clueless – Shoot a non-alert AI player. Basically, they're walking around, minding their own business, expecting nothing, and lights out. Typically achieved by players who care about stealth, and since I'm encouraging that, 30 points are earned.
Stranger – Killed an enemy who's never seen you before (only works for AI kills). 5 points. You earn this bonus by remaining undetected, regardless of how alert they are, so you can still get points for being somewhat stealthy after launching that M203 at those two patrols.
Hidden – Only works for AI kills. You kill an enemy while well camouflaged. Hidden in a patch of grass, deep in a forest, wearing black at night, etc. This can only be earned if you got the Stranger bonus, meaning that your victim never saw you, and probably wasn't going to. 15 points.
Assist – Only works for AI kills. 10 points for killing an enemy who is attacking someone on your team. This could either mean that you saved your friend's life, or you just stole his kill. Either way, here's a pat on the back.
A mission involves starting out at your insertion zone, completing the primary objectives, maybe some secondary objectives, and getting to extraction. Primary objectives can involve assassinating a specific target, taking pictures of a weapons cache, eliminating a patrol, planting explosives, disabling a radio tower, so on and so forth. The primary objectives in a mission must be completed successfully for you to win. When those are completed, you make your way to the extraction point. Before extracting, however, you can complete one or more secondary objectives. These are generally the harder ones, such as securing a hostage (meaning the captor must not be alerted by anything!), capturing intel, etc. They're optional, but if you complete one along with the primary objectives and successfully get to extraction, you get many experience points.
What the heck is all that experience good for, you ask? Well, there's bragging rights, or the realization that you've earned that “Go Outside” bonus far too much. There's also the ability to customize your weapons with attachments bought with these experience points. I've modified Dan Buckmaster's Mount Images on Images resource and worked on the inventory system to allow weapon attachments: scopes, silencers, grenade launchers. Someday, I can get some $Prefs in that let me track unlocked features, and you can use the experience to buy new weapons and attachments. In the screenshot above, I'm using an M16A2 with a red dot sight, sound suppressor, and M203 grenade launcher.
Various weapons and attachments, just three of the many combinations.
When a player starts the game with zero experience, they should be started out with basic weapons. Weapons that can do the job they need to do, but still have their disadvantages. For example, before a mission, a newbie is able to choose from a USP pistol, M16, MP5, and an M24 sniper. The USP is good as an emergency sidearm and is helpful in close quarters, and the silencer for it is unlocked at the start so it is possible for the player to try stealth out. The M16 is an accurate assault rifle, but all of its attachments are locked and the three-round burst may be a liability in close-quarters. The MP5 starts out with its silencer already unlocked, but it's relatively weak and is short-ranged. The M24 sniper rifle does not have a silencer available at all, and the bolt action prevents quick shooting, but if you need a scope you can use it.
The idea behind this is that you start out being able to do each combat task: close quarters (USP), regular mid-range assault (M16, MP5), and sniping (M24). However, each of these weapons has its disadvantages, leaving you wanting to upgrade, which gets you chasing after experience points. This is where the replay value happens, as you'll want to try out previous missions with different, better weapons.
I've been adding new features while constantly keeping multiplayer in mind, so everything is networked. Playing co-op missions on a LAN has proven itself to be a lot of fun. Putting on a ghillie suit and sniping enemies simultaneously with a buddy is more entertaining than you can imagine.
My goal: Add onto this game. Make it fun to play, reward the player for playing it well, and having a lot of replay value.
Let me know what you think! People who don't leave comments will be backtraced and reported to the cyber police (those who get this reference, probably many, are winners).
I'm not going to go into detail, but long story short, Windows decided to screw itself vigorously and all I was left with was a flash drive backup I made before my trip to Turkey, with my TAIK project and a few basic small things on it.
Good news: TAIK is saved.
Bad news: I forgot to back up the documentation, and a couple hundred high-res pictures and videos of my vacation.
Here's something I want to run by any potential buyers of the TAIK (If you're out there, speak up! I'd like some idea of the demand I should be expecting so I can figure out a decent price.). My original documentation was the typical resource-style installation instructions, that involve “go to line n and insert n below n.” That usually works for most little mods, but there are a lot of changes all over the engine code and scripts for the TAIK that make that method a time consuming nuisance.
Anybody who knows the program called WinMerge will know that it's a tool from the heavens. You give it two directories or two files, and it compares the two to show you every little difference. It lets you select a difference, and merge it into the other.
So, I could ship my T3D project with no changes other than having TAIK already installed. The new, simpler installation instructions would tell the user how to use WinMerge to merge my code into theirs. You let the WinMerge find the differences between your T3D game, and the AI-only version I ship out, and then you can also use it to merge in the changes. Or, if you're absolutely positive that you haven't modified a file in question, you can overwrite it with mine. It's also a lot harder to accidentally miss something this way, and installing the kit takes under fifteen minutes.
Regarding release, I just need to write out simple documentation about setting up your weapons, players, maps, and adding new datablocks. I'm probably going to do video tutorials for map setup, because it's a lot easier to explain something through video and audio than it is through pictures and text. I'm also waiting for an email back from Derek Bronson about getting the product up in the store (unless he's not the one I should be trying to talk to, anybody with a fancy name tag willing to clarify?). If all goes well, we're still looking at a release of the messy, “the-code-makes-no-sense-but-it-works” version of the Tactical AI Kit before September!
Now, the cool part of the blog that has pictures.
Not being able to cope with being done with Torque after my TAIK project is finished, I've decided to start on an actual, you know, GAME. Mostly something to keep me busy, but if it turns out well and is fun to play, it could sell. A lot of what I'm writing about has already been implemented, some of it is part of my plans for the near future, but I thought I'd share my design ideas with you to get some feedback.
I'm quite fond of first person shooters, just not really the ones built today. Fast-paced is fun, but to force that fast pace, developers have to resort to linear maps and predictable elements (invisible checkpoints), which drags down on the replay value.
My goal is to build a first person shooter that requires some degree of thought. Instead of regenerating health and being able to take dozens of bullets without dying, the player should be physically equal to the enemy. The only thing giving you an advantage is stealth, and your ability to stay stealthy depends on the decisions you make. You take 1-2 bullets, goodbye. If you see two enemies up ahead, you shouldn't think “oh, I'll just bust out mah M203.” You should actually see them as a threat, and think about what consequences blowing them up might bring. Alerting everyone and having backup moving in to search the area is going to make it hard to survive when you're outnumbered and actually vulnerable. You might eventually resort to taking them out with some sort of silenced rifle, or wait for them to pass by if you're worried about the bodies being found. Sure, the gameplay is slowed down a bit, and it won't please a lot of the low-attention-span gamers of today, but completing a mission would actually be rewarding, because you managed to fulfill your objectives when the odds were very much against you.
This means non-linear maps, lots of night missions (night ops are always a lot of fun), and dynamic AI (cough Tactical AI Kit cough cough). This means that the missions should play differently each time, especially when the enemies are randomly spawned and wander about. I've ported most of my original work you've seen in my TAIK demos to Torque 1.5, and that's where I've started the skeleton of this project (this also allows me to fine-tune the AI so they perform in all situations). I also plan on having a few “fast assault” missions, which put you in heavy body armor, with many enemies and a nice amount of teammates by your side, as a way to reward the player for taking the stealth missions as slowly as they were.
My idea of non-linear.I've created an experience point system. Each kill you make is rated by a number of factors depending on the quality of the kill.

“Interesting” kills rack up more experience. You can see descriptions of my last two kills on the left side of the above image. The most recent one gave me 10 points for killing the enemy, 2 points for the headshot, 30 points for him not being alert when I killed him, and 5 points for “Stranger”, which means he had never seen me in his existence. At the bottom left, above my health bar, you see the experience points I gained while playing this map (92), and all the points I've accumulated ever (8601, after messing around with this for the last few days). I've created a lot of ways to earn extra points with your kills.
Headshot - 2 points for the instant kill.
Precision - 20 points for making a headshot while prone and aiming down your sights/scope.
Spray and Pray – 5 points for shooting an enemy without aiming down your sights (which I purposefully made hard to do so that people don't do it.)
Desperate Times – 5 points for making the kill while you only have 15% of your health left.
Penetration – 10 points for shooting and killing the enemy through a thin surface
Explosive – 5 points for kills with explosives. Grenades, M203s, claymores, etc.
Messy – 10 points for directly hitting the enemy with a projectile explosive.
Close Quarters – 5 points for killing an enemy closer than 10 meters.
Long Range – Starting at 10 points at 90 meters, long range kills give you points depending on how far away your target is.
Fast Mover – If you got the Long Range bonus, you'll get an extra 10 points if your target was moving while you shot him.
Go Outside – No scopes. Congratulations, you just got one whole point for doing something that every complete douche on every game on the planet boasts about and puts on YouTube.
Clueless – Shoot a non-alert AI player. Basically, they're walking around, minding their own business, expecting nothing, and lights out. Typically achieved by players who care about stealth, and since I'm encouraging that, 30 points are earned.
Stranger – Killed an enemy who's never seen you before (only works for AI kills). 5 points. You earn this bonus by remaining undetected, regardless of how alert they are, so you can still get points for being somewhat stealthy after launching that M203 at those two patrols.
Hidden – Only works for AI kills. You kill an enemy while well camouflaged. Hidden in a patch of grass, deep in a forest, wearing black at night, etc. This can only be earned if you got the Stranger bonus, meaning that your victim never saw you, and probably wasn't going to. 15 points.
Assist – Only works for AI kills. 10 points for killing an enemy who is attacking someone on your team. This could either mean that you saved your friend's life, or you just stole his kill. Either way, here's a pat on the back.
A mission involves starting out at your insertion zone, completing the primary objectives, maybe some secondary objectives, and getting to extraction. Primary objectives can involve assassinating a specific target, taking pictures of a weapons cache, eliminating a patrol, planting explosives, disabling a radio tower, so on and so forth. The primary objectives in a mission must be completed successfully for you to win. When those are completed, you make your way to the extraction point. Before extracting, however, you can complete one or more secondary objectives. These are generally the harder ones, such as securing a hostage (meaning the captor must not be alerted by anything!), capturing intel, etc. They're optional, but if you complete one along with the primary objectives and successfully get to extraction, you get many experience points.
What the heck is all that experience good for, you ask? Well, there's bragging rights, or the realization that you've earned that “Go Outside” bonus far too much. There's also the ability to customize your weapons with attachments bought with these experience points. I've modified Dan Buckmaster's Mount Images on Images resource and worked on the inventory system to allow weapon attachments: scopes, silencers, grenade launchers. Someday, I can get some $Prefs in that let me track unlocked features, and you can use the experience to buy new weapons and attachments. In the screenshot above, I'm using an M16A2 with a red dot sight, sound suppressor, and M203 grenade launcher.
Various weapons and attachments, just three of the many combinations.When a player starts the game with zero experience, they should be started out with basic weapons. Weapons that can do the job they need to do, but still have their disadvantages. For example, before a mission, a newbie is able to choose from a USP pistol, M16, MP5, and an M24 sniper. The USP is good as an emergency sidearm and is helpful in close quarters, and the silencer for it is unlocked at the start so it is possible for the player to try stealth out. The M16 is an accurate assault rifle, but all of its attachments are locked and the three-round burst may be a liability in close-quarters. The MP5 starts out with its silencer already unlocked, but it's relatively weak and is short-ranged. The M24 sniper rifle does not have a silencer available at all, and the bolt action prevents quick shooting, but if you need a scope you can use it.
The idea behind this is that you start out being able to do each combat task: close quarters (USP), regular mid-range assault (M16, MP5), and sniping (M24). However, each of these weapons has its disadvantages, leaving you wanting to upgrade, which gets you chasing after experience points. This is where the replay value happens, as you'll want to try out previous missions with different, better weapons.
I've been adding new features while constantly keeping multiplayer in mind, so everything is networked. Playing co-op missions on a LAN has proven itself to be a lot of fun. Putting on a ghillie suit and sniping enemies simultaneously with a buddy is more entertaining than you can imagine.
My goal: Add onto this game. Make it fun to play, reward the player for playing it well, and having a lot of replay value.
Let me know what you think! People who don't leave comments will be backtraced and reported to the cyber police (those who get this reference, probably many, are winners).
#2
08/02/2010 (12:47 am)
Quote:Replayability (is that a real word?)There were a couple times when I was tempted to write that, but I got the red squiggly line of misspelling and rejection after typing it so I decided not to.
Quote:That reference plus facebook is the exact reason you haven't finished yet. :P....oh hush.
#3
08/02/2010 (1:12 am)
I definitely plan on buying this!
#4
For example, if you modified how torque handles gravity, then say, a bullet's ballistics rely on that mod, that would have to be documented. But, I guess it's really up to GG in what they let you get away with.
The Battlefield starter kit had no code documentation (outside of a few comments in the actual code base), but there were a lot of 'modules' that relied upon each other (such as gravity). Documentation on this area would have made things easier for someone trying to integrate certain features into their existing code base.
Anyways, do you plan on releasing the kit for TGE, or only T3D? Consider this my request for a TGE 1.5.2 version :)
08/02/2010 (2:56 am)
I agree that both versions of documentation would be welcomed. While I would prefer a rundown of how each module of the kit is integrated, I can usually figure out how things work, unless the modules are dependent on each other. For example, if you modified how torque handles gravity, then say, a bullet's ballistics rely on that mod, that would have to be documented. But, I guess it's really up to GG in what they let you get away with.
The Battlefield starter kit had no code documentation (outside of a few comments in the actual code base), but there were a lot of 'modules' that relied upon each other (such as gravity). Documentation on this area would have made things easier for someone trying to integrate certain features into their existing code base.
Anyways, do you plan on releasing the kit for TGE, or only T3D? Consider this my request for a TGE 1.5.2 version :)
#5
That said - I think it's great fun to be a tank sometimes, and just have a huge pitched battle. I guess you just strike a balance.
Anyway, that's a little niggle. Awesome blog!
08/02/2010 (10:59 am)
Quote:Bad news: I forgot to back up the documentation, and a couple hundred high-res pictures and videos of my vacation.Condolences. But at least they can't take away your memories! ...yet
Quote:My goal is to build a first person shooter that requires some degree of thought ... completing a mission would actually be rewarding, because you managed to fulfill your objectives when the odds were very much against you.Marry me?
Quote:I also plan on having a few “fast assault” missions, which put you in heavy body armor, with many enemies and a nice amount of teammates by your side, as a way to reward the player for taking the stealth missions as slowly as they were.To some extent, the gameplay should be its own reward - take Thief. But they did change it up a bit, for example by letting you dress in Hammerite robes and walk around freely for one mission (well, kind of).
That said - I think it's great fun to be a tank sometimes, and just have a huge pitched battle. I guess you just strike a balance.
Quote:I've created a lot of ways to earn extra points with your kills.I like the idea of the experience system you've got. However, I read a great article about achievement design - I could have sworn it was on Gamasutra but I can't find it any more. It basically examined the way achievements can inadvertently incentivise bad gameplay - in short, if you reward a player at all for doing something, then players will focus on doing exactly that. What was originally intended to be a neat little award for doing something uncommon requiring a deal of skill becomes a statement of 'you should play the game this way'. You might want to carefully look into the balance of the XP bonuses you give out, if you're planning on this game being played competitively in any way. For example, it seems backwards that getting a headshot is worth less than spraying-and-praying, since that's not the amount you actually value them. I envision people training their scope-less shooting more than their scoped shooting, because it is more profitable to get one non-scoped kill than two scoped ones. Although that is quite amply balanced by the precision award :P.
Anyway, that's a little niggle. Awesome blog!
#6
@J.P.: Yes TGE! TGE and TGEA are in my future plans, I just figured it would make more sense to release one for T3D first because that's all TP is selling at the moment. But don't worry, I plan on hitting all the 3D engines.
@Daniel:
...how did I not catch that. I may just remove the Spray and Pray one all together, and mainly the "achievements" that don't really encourage the stealth/efficiency game type I'm going for.
One thing I did realize last night is that I'm encouraging stealth, yet the main way to gain experience is by killing. Given the situation with the two guards I mentioned in the main blog, you'd gain a lot of experience if you went prone and quietly sniped them. Well, it is harder to sneak by them, and it takes patience to let them pass. So why aren't I giving points for being truly stealthy by leaving no trace of your presence? I'm thinking a good way to reward that is by giving the player 100 XP or so at the end of the mission for every guard left non-alert. I've figured that the average XP for one of my kills from short to medium range is around 30, so taking the time to ninja your way around a level is going to be a lot better if you think you deserve the upgrades :]
08/02/2010 (3:02 pm)
@Krystian: Thank ya!@J.P.: Yes TGE! TGE and TGEA are in my future plans, I just figured it would make more sense to release one for T3D first because that's all TP is selling at the moment. But don't worry, I plan on hitting all the 3D engines.
@Daniel:
Quote: it seems backwards that getting a headshot is worth less than spraying-and-praying
...how did I not catch that. I may just remove the Spray and Pray one all together, and mainly the "achievements" that don't really encourage the stealth/efficiency game type I'm going for.
One thing I did realize last night is that I'm encouraging stealth, yet the main way to gain experience is by killing. Given the situation with the two guards I mentioned in the main blog, you'd gain a lot of experience if you went prone and quietly sniped them. Well, it is harder to sneak by them, and it takes patience to let them pass. So why aren't I giving points for being truly stealthy by leaving no trace of your presence? I'm thinking a good way to reward that is by giving the player 100 XP or so at the end of the mission for every guard left non-alert. I've figured that the average XP for one of my kills from short to medium range is around 30, so taking the time to ninja your way around a level is going to be a lot better if you think you deserve the upgrades :]
#7
Similar goodness can be achieved with CVS or Mercurial, so I'm not being all "one true path" here. Whatever works. And yes I will be a buyer when it's done. As for docs I believe that a simple "Here's how you patch it into a clean version." is the first piece. The second is "How do I make this thing do what I want it to? That usually means you need a good running example and some instructions that teach you how to vary it - so people can see a completed structure and how to tweak it.
My two cents.
Looking good. Want it yesterday.
08/02/2010 (7:50 pm)
Suggestion. Get an old machine, put Subversion on it, connect the machines using a local net. Get TortoiseSVN and install it on your regular system. Now use that to back up with locally. You get versioning, a separate location you are backed up to, and you can use SVN to get a DIFF of your current version vs. a pristine copy. Makes creating an automatic patch a pretty simple chore. And if you do something disastrous trying to experiment you can get back to a previous version (any previous version) by simply pulling based on date you want to go back to.Similar goodness can be achieved with CVS or Mercurial, so I'm not being all "one true path" here. Whatever works. And yes I will be a buyer when it's done. As for docs I believe that a simple "Here's how you patch it into a clean version." is the first piece. The second is "How do I make this thing do what I want it to? That usually means you need a good running example and some instructions that teach you how to vary it - so people can see a completed structure and how to tweak it.
My two cents.
Looking good. Want it yesterday.
#8
Also, after a similar experience, I too am using TortoiseSVN on an online rented server, costs about $20 a year and it's cool as 8)
08/02/2010 (9:01 pm)
I'll be buying this one Bryce...Also, after a similar experience, I too am using TortoiseSVN on an online rented server, costs about $20 a year and it's cool as 8)
#9
Also, one random note about shooter design I've been pondering for a while. So much of the time, you're thrown into a map with absolutely no idea where you (or anything else) is! This doesn't really matter in a run-and-gun follow-the-icon shooter where you're strung along linearly, but for example when I got to Paris in Deus Ex, I suddenly had a relatively large open city area to explore, and had no idea where anything was or how to get to it! If you explore long enough you're sure to find the important bits, but I found it quite irritating that I couldn't plan my route - I had to rely on sticking my head up out of sewer access points and around corners to get any idea of where I was and where I needed to go, which is just a silly idea when the streets are full of soldiers who want to kill you :P.
So something I think lots of games could improve on, and I intend to do with mine (eventually) is provide sufficient intel. Deus Ex actually did a pretty good job of this early on, with satellite maps of some areas, as well as photographs of key things. But it seems to have trailed off at the point I'm up to :P.
08/03/2010 (3:09 am)
Quote:the main way to gain experience is by killingI guess it's easier to award a very definite action like that, and do it instantly. Though the method you outlined seem like a good approach - awards at the end of a mission for unaware enemies.
Also, one random note about shooter design I've been pondering for a while. So much of the time, you're thrown into a map with absolutely no idea where you (or anything else) is! This doesn't really matter in a run-and-gun follow-the-icon shooter where you're strung along linearly, but for example when I got to Paris in Deus Ex, I suddenly had a relatively large open city area to explore, and had no idea where anything was or how to get to it! If you explore long enough you're sure to find the important bits, but I found it quite irritating that I couldn't plan my route - I had to rely on sticking my head up out of sewer access points and around corners to get any idea of where I was and where I needed to go, which is just a silly idea when the streets are full of soldiers who want to kill you :P.
So something I think lots of games could improve on, and I intend to do with mine (eventually) is provide sufficient intel. Deus Ex actually did a pretty good job of this early on, with satellite maps of some areas, as well as photographs of key things. But it seems to have trailed off at the point I'm up to :P.
#10
08/07/2010 (9:17 pm)
I will buy this. Shipping your T3D project with no changes other than having TAIK already installed with a level will be helpful slso!
#11
09/15/2010 (4:14 pm)
I'll be picking this up for TGE, should add some much needed vitality to my games AI.
Associate Steve Acaster
[YorkshireRifles.com]
May I suggest Seagate FreeAgent Desktop Drive - I've 2 ... just in case ...
As for installation docs ... how about both kinds ... yeah, more work for you ...
I do like the sound of your gameplay ideas (though will confess to never really getting the idea of achievements unless it gives you more kit to play with -> so swapping XP for kit is always fine by me). Having equal health to the AI is something that probably works better in a stealth game than a "run an' gun". Whilst I have always enjoyed the realism of OFP/ArmA, it is occaisionally downright unfair -> which is something you should try and avoid.
Replayability (is that a real word?) is, I suspect, always welcomed across the board.
That reference plus facebook is the exact reason you haven't finished yet. :P my own lack of completion being down to utterly different factors -> which are currently the amount of fun I'm having playing against my own Ai ... er, I mean playtesting for bugs ....