View Full Version : Scoutbot AI Ideas Anyone?
geezusfreeek
2002.06.16, 08:47 PM
I just decided that I would create some AI. It's good for me because I don't quite have all the concepts of Objective C down yet, and simple AI programming can be a rather procedural process.
Right now, I'm about a quarter of the way through making scoutbots try to avoid being crushed at all costs, and going after Hooptie if possible. When I finish, it'll be "too smart," and then I'll scale it down from there.
Anybody got some other ideas for scoutbot AI while I'm in a good mood about this? ;)
DaFalcon
2002.06.17, 08:03 PM
All I can say is that it sounds good :-) If you can create an AI for a "flying/hovering" enemy that can move over single-space pits, that would be cool too -- it is the next enemy I hope to create graphics for. It should avoid trying to cross more than one pit, and should realize that Hooptie cannot cross pits.
geezusfreeek
2002.06.17, 09:39 PM
Once I get through with this one, I'll do some of the music stuff and then get to that one. I am currently about half way through this one. I'm at a stage where only half of it is implemented and it's buggy, but still testable. It's very hard to get these guys in a position to crush them. You practically have to trap them with blocks all the way around them just to crush them. Probably a bit too smart. Right now, bugs are that rather than heading for you if you're in their sights, they just go back and forth. Also, the only time they move right now is if you move right next to them or threaten them. I'm getting there.
Pazolli
2002.06.17, 10:49 PM
Hi all,
I'm still quite busy, but not as busy as before. Things should ease up this weekend.
First things first, it's great to have someone else aboard the project. And good luck with creating the AI. You may well do best by replacing the "moveAlienAIOne:" method with your own AI, testing it directly by compiling the project. And sending me the changes for integration into the code. Or you can just try implementing multiple robot AIs yourself. My e-mail address is "quirinus at mac.com". The multiple AIs thingy is a bit ahead of where we are now (as is sound/music) so you'll have to excuse me if it takes a little while to wind your work back into the code.
Next, special thanks to Kjurtyl. Who has sped up the bonus screen by what seems like 10 times. Also as always, credit must go, to our ongoing artist (and undoubtedly most loyal member - more so than me) DaFalcon who drew up the replacement bonus screen. Unfortunately the new bonus screen's (see it here (http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/inkubator/hooptie/obj-c/graphics/timebonus.tiff?rev=HEAD&content-type=image/tiff)) Blends in a bit too much with the numbers and doesn't really fit the games mood (or so I felt). All the letters/numbers are fantastic, but could I get DaFalcon to redo the "chipped-ice" background. Perhaps with just a soft blue or something snow-like or even just that background with a whiter appearance? Thanks in advance.
Lastly, geezusfreeek, might I invite you to sign-up with SourceForge here (http://sourceforge.net/account/register.php) and e-mail me your nick known as your login name) so I can add you to our SourceForge project. If you use a valid e-mail address (and you should), you will recieve occassional (and I mean occassional :-)) e-mails about the project. Plus you'll be able to add stuff to the project's source code directly without authorization from us. Also I can formally assign you tasks if required.
Cheers,
Mark
DaFalcon
2002.06.18, 03:02 AM
Sorry I didn't even think to test the numbers against that background (!!!) Hopefully this is more in line with what we want... If not, don't hesitate to say so: making revisions (or redoing the screen) is not a problem :-)
Revised Time Bonus Graphic (zip) (http://www.snakequest.com/other/onemore.zip)
Pazolli
2002.06.18, 09:03 AM
Looks great! Thanks DaFalcon, you can expect Hooptie 0.2.4 soon.
Think end-of-the-week time frame.
Mark
geezusfreeek
2002.06.18, 11:48 AM
Originally posted by Pazolli
You may well do best by replacing the "moveAlienAIOne:" method with your own AI, testing it directly by compiling the project. And sending me the changes for integration into the code. Or you can just try implementing multiple robot AIs yourself.
That's what I've been doing. I'll do it this way until I think it's at the stage where implementing multiple AIs would be a good idea, and then probably do that myself. One of the problems I've been running into is repetition, so I will probably add more methods and stuff too. It'll lead to easier coding/reading later on.
Originally posted by Pazolli
The multiple AIs thingy is a bit ahead of where we are now (as is sound/music) so you'll have to excuse me if it takes a little while to wind your work back into the code.
That's fine with me, considering that I dont' really have enough time to make this stuff "yesterday" anyway, IYKWIM ("If You Know What I Mean," I made that up). ;)
Originally posted by Pazolli
Lastly, geezusfreeek, might I invite you to sign-up with SourceForge here (http://sourceforge.net/account/register.php) and e-mail me your nick known as your login name) so I can add you to our SourceForge project. If you use a valid e-mail address (and you should), you will recieve occassional (and I mean occassional :-)) e-mails about the project. Plus you'll be able to add stuff to the project's source code directly without authorization from us. Also I can formally assign you tasks if required.
I intend to do that eventually, but I think I'll wait until I have a little more progress in what I am already doing before I say that you guys can actually depend on me. Not long. Maybe even today if I get enough work done.
What sort of AI will the super aliens have? That's the only other already-thought-of sprite I can think of that might have different AI.
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