Hi Thomas,

Ah, that is good. I misunderstood the message.

Another topic which I think deserves some consideration and which I have been spending a lot of time on myself, is artificial intelligence. In a lot of sidescrollers the enemies are very generic. If player left, walk left. if player right, walk right. If player within range, fire. This bores me, and so I am really trying to step outside the box in this regard. My enemies employ proper pathfinding, and make intelligent decisions based on their surroundings and if they are being attacked etc. For instance, I had a chimpanzee who got angry with me, not because I hurt him but because I fired a shot near him and that made him take a strange dislike to me. So he chased me across half the jungle, even up into a tree where I fortunately managed to knock him down from the branch so that he went crashing onto the ground. After that, he got frightened and ran away from me. This sort of thing is as far from Q9 as you can get, where the enemies just move towards the player and attack. The creatures in my jungle actually interact with each other as well, not just with the player. It is particularly enjoyable listening to two boars fighting it out, or hearing a chimpanzee knock a little monkey down from a branch 16 feet up in the air.

What I am trying to say is that AI really made a difference in the case of my game. A lot of people won't notice all the stuff I have spent time on, but the over-all feel of the characters is a lot more realistic one than the dumb "search and destroy" mentality that is implemented for the enemies in other similar games. What are your thoughts on this?

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, March 17, 2011 1:40 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hi Philip,

Smile. Oh, I wasn't accusing you of copying MOTA. I was merely
remarking/commenting on how glad I was that you were implamenting some
of the more advanced features/concepts I've used in developing my own
games. One thing I'm very interested in is realism. I.E. if you have a
shotgun you shouldn't be able to blow an enemy skeleton away from one
foot away. You need to stand back a few feet and then shoot it. Not
many accessible game developers have really added these kinds of more
advanced features/concepts which is a shame. As I pointed out it
really does change the tactics and strategy as you really have to
figure out the optimum min and max range for each weapon which is more
challenging than just shooting blindly at a target from any distance.
So I'm happy to know your next game will be using these kinds of game
elements.

Cheers!




On 3/17/11, Philip Bennefall <phi...@blastbay.com> wrote:
Hi Thomas,

Oh my intention is definitely not to copy/steal Mota. In fact I have been
deliberately avoiding playing the latest betas while I am developing the
core of my game, as to avoid unintentionally copying things from you. If I
am faced with a new concept to implement and I have just finished playing
Mota where this concept is addressed I might be tempted to just reuse this
idea, where as if I have no idea how other games do it I am forced to think
for myself and come up with something new. So for this reason I haven't
played Mota for the last 4 or 5 months, as much as I would like to. So
anything that may be similar in terms of implementation, is certainly not
intentional and I apologize if you feel that this is the case.

Kind regards,

Philip Bennefall


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