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Creating AI for a final fantasy clone

Started by April 07, 2002 11:33 PM
2 comments, last by Gee 22 years, 10 months ago
I''m working on a game that is kinda like the final fantasy fightscene. 2 teams lined up fighting eachother, AI vs Human... Our goal is to create fightingscenes with alittle more strategy... My first approach to this problem is lining up all possible actions for an AI character and then putting out points accourding to certain things... Then when all available actions has been tested, the one that got the highest ammount of points are of course the action the AI does... Would this be the worst AI system ever? have in mind this is my first AI so I''m not expecting to much from it... All suggestions are welcome, but keep it on a basic level... I''ve seen some of the threads in this forum and... well... they are alittle above what I was shooting for... /G
---GUI Programming Division Manager at Wildfire Gamesworking on the 0 A.D. project
Some brainstorming ^_-:

* I suppose that every fighter has some weakness ("No more Demi, please!" Red Giant, FFVIII). Well, if a NPC from the AI team attacks one PC and discovers a weakness, it's made public!! (from now on, every attack made to that PC will use that type of magic).
* Some heights (that "certain things"):
1) More/Less PC power
2) More/Less power of PC's weapon
3) More/Less alive
4) Fartest/Nearest
5) More/Less amount of damage done (has a spoon but he crushes two of us!!! ^_^)
6) More/Less util (he's resurrecting everybody!!)
7) More/Less HP
8) More/Less important (level)
9) PC class (medic, warrior, pilot,...)

Hope to be useful!!! ^_-

Rodrigo "Rui" R. (1/2 RRC²soft)


[edited by - rrc2soft on April 8, 2002 4:17:39 PM]
RPG game programming and tutorials - Playable demo in Progress!
http://www.rrc2soft.com
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Thanks man that really opened some new windows for me!

I like that idea about them learning your weakness, that is definitly going in the game...

And that table was excaclty what I was shooting for when the points are set out...

Really gave me some ideas... Thanks alot!

/G


---GUI Programming Division Manager at Wildfire Gamesworking on the 0 A.D. project
Tabels work perfectly. Heh, in a way, it is almost a neural-net kind of approach. You follow the "way of least resistance" (in your case, more points == lower resistance). Pretty common approach, and works wonderfull...

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