FFA702
Newbie

Posts: 6
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« on: August 11, 2010, 09:26:26 AM » |
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First , sorry for my bad english.
Hello im new here,im looking foward to make a BF2 style of game. How can i make an individual AI for about 100 soldier at once to enter vehicule,seek n destry the enemy end shot the player, move around and look real?
Also with the free indie vertion,can i make photorealistic game as seen in the terrain preview?
Thanks in advance!
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ross.rockafellow
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« Reply #1 on: August 11, 2010, 10:23:14 AM » |
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As far as the photorealistic game with the indie engine, yes, that is very possible. Its up to you to generate the content though =)
As far as the AI (your probably to going to like this) that is a MASSIVE undertaking. AI in game development is one of the hardest things to do. I don't have a big programing background, but I know what your talking about will take a gifted programmer quite a while to do. I would suggest finding someone local that codes like it was their first language and see what you can accomplish. Start small, get 1 guy working correct then adding 99 more should be more manageable (until you get into squad based tactics at least).
Happy Building =)
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FFA702
Newbie

Posts: 6
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« Reply #2 on: August 11, 2010, 11:26:34 AM » |
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I know basic programing langadge and i know a litle bit of C#(been develloping an OS kernel...).Im now new to programing , im new to gamedevellopement tougth.
I need a place were to start with pathfinding/shoting logic of the AI.I realy have no idea were to start with this.
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BigDaz
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« Reply #3 on: August 11, 2010, 12:22:27 PM » |
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The course over at www.3dgamedesign.co.uk might get you started, it includes basic AI for pathfinding and shooting.
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FFA702
Newbie

Posts: 6
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« Reply #4 on: August 11, 2010, 01:38:12 PM » |
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Wath im trying to archive is a big open world representing normandy,a single big map with battle going around.
I wanth it to be free so it would be nice if i could do it for free...
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ross.rockafellow
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« Reply #5 on: August 11, 2010, 04:34:26 PM » |
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What is your plan for prototyping? Something like that will be quite the undertaking for a dev team of one.
There are a few pathfinding tutorials that ship with the editor. I would check those out and then go through the script files already in use. Modifying that script will save a bunch of time.
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FFA702
Newbie

Posts: 6
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« Reply #6 on: August 12, 2010, 01:54:37 PM » |
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The idea is simple.Having an hudge terrain representing normandy and having a massive ammount of AI figthing around.
Now, how well the engine endle hudge (maybe 10 000 x 10 000) map with alot of object?
Is it possible to program a reliable pathfinding script for eatch individual soldier to walk aroud the battle and figth to ultimately reatch a final destination?
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FFA702
Newbie

Posts: 6
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« Reply #8 on: August 13, 2010, 08:28:27 PM » |
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I got the AI idea.So,i cant make a self aware and updating AI? Also,ive made a 2000 x 2000 world just to test and ive add some gras "spawner" but it lag horribly...
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