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Fighting game: Play with A.I. fighters?
Archive: 5 posts
Hello everyboooty, I'm in the midst of creating a fighting game for 1-4 players, and the stages are designed to be played with at least 3-4 characters. I don't want people to have to have friends with them or online in order to get the most out of it. So my question is, how would I go about making a sackbot that is not player-controlled fight with the other players? Here is an example from Sony vs Marvel vs Capcom from the BETA, where a CPU fighter is in the match: http://www.youtube.com/watch?v=B-AdUZeuxYc | 2011-02-26 05:37:00 Author: Unknown User |
A.I. is advanced stuff. I hate to say it so bluntly, but if you're asking "how do I make A.I.?", you might want to think about starting off with some simpler stuff before trying to do full blown fighting game A.I. I made A.I. for my lightsaber level, it was a pain to get it right, and I'm still not happy with it. And all those guys have to do is point a lightsaber at the player, not execute actual moves. If you're determined, you'll probably need some follower logic to get the bot in range to attack but not so close that it's right on top of the player's bot. You'll want to give it some behavior programming so that, for example, if the player is performing an attack, it will try to block or whatever, and you'll want to program it to use moves that the player might be susceptible to (if the player is crouching, do a mid-level attack instead of one that will go over his head). After you get all of that done, you'll have to figure out how to "dumb it down" so that it's possible for the player to actually beat it. | 2011-02-27 06:49:00 Author: Sehven Posts: 2188 |
A.I. is advanced stuff. I hate to say it so bluntly, but if you're asking "how do I make A.I.?", you might want to think about starting off with some simpler stuff before trying to do full blown fighting game A.I. I made A.I. for my lightsaber level, it was a pain to get it right, and I'm still not happy with it. And all those guys have to do is point a lightsaber at the player, not execute actual moves. If you're determined, you'll probably need some follower logic to get the bot in range to attack but not so close that it's right on top of the player's bot. You'll want to give it some behavior programming so that, for example, if the player is performing an attack, it will try to block or whatever, and you'll want to program it to use moves that the player might be susceptible to (if the player is crouching, do a mid-level attack instead of one that will go over his head). After you get all of that done, you'll have to figure out how to "dumb it down" so that it's possible for the player to actually beat it. First off, that sactimus prime looks like it was Mm made :O Jealous I am. I know it will be hard but I kind of need it. My game has 27 characters to choose from and only some can block( I still haven't got it working so I might not have blocking, since its not that crucial ). And theres also no crouching( Is it even possible?? ). How would it move around? If I make it follow whoever is closest it might only attack them for the match and that would be a problem. Being 'Hostile' doesn't seem to do anything either. | 2011-02-27 07:13:00 Author: Unknown User |
actually, this could be fairly easy. i assume you have moves that your real players do. Now, when some guy comes in playing the AI, send the "move complete" signal to the AI and let it block, but give a percentage of failure on each of them. That will adjust the difficulty depending on level. | 2011-02-27 07:18:00 Author: tdarb Posts: 689 |
Maybe a selector to determine what moves are carried out and when. Make it change ports with tag sensors or player sensors? Granted, whatever you connect it to would be far more complicated than that, but I can see how having its roots in an input selector could work. There'd probably be a lot of ports, but you could use that to make it "see" that its coming up on a ledge and jump or detect a player and what they're doing to react accordingly. There isn't going to be any sophisticated A.I. in LBP... as cool as it would be. As close as you're going to get is a preset list of choices it can make. How many it has is up to you... and the limit on the selector... and the thermo... | 2011-02-27 07:54:00 Author: DigiOps Posts: 111 |
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