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I actually do like programming AIs as well. For some reason I am just fascinated to watch different AIs take on each other while I play the god - that being thr
by egeozcan 11y ago
I actually do like programming AIs as well. For some reason I am just fascinated to watch different AIs take on each other while I play the god - that being throwing random resources, challenges, units, disasters and etc. in the game and observing how they react. I used to do this with the very, very limited AI scripting and map trigger placement availability in AoEII and now I switched to C&C Generals but it is more unit modding oriented than general scripting so I'm looking for an alternative.
If you or someone else ships something like you just described, I'd probably waste a lot of weekends. So let me know if you win the lottery!
- srpeck 11y agoI wrote a web-based MMO with the goal that players would augment their experience by enhancing their client (potentially allowing a single player to control 10s of units RTS-style) as well as writing AI/bots to help them. The game can be played entirely by bots (this is how I tested it during development). Interestingly, the game balance and mechanics are such that a skilled solo hero can take on large numbers of bots and win (see this gameplay GIF: https://github.com/srpeck/kchess/blob/gh-pages/docs/kchess.gif https://github.com/srpeck/kchess/blob/gh-pages/docs/kchess.g...). The major enabling feature is that I do not differentiate between players and AI - both are networked clients (see here for the API docs: https://github.com/srpeck/kchess/blob/gh-pages/docs/kchessdoc.md https://github.com/srpeck/kchess/blob/gh-pages/docs/kchessdo...). I wrote up some of my other design decisions here: https://news.ycombinator.com/item?id=10924316 https://news.ycombinator.com/item?id=10924316 And sorry, the live demo is currently down...but should be pretty quick/easy to run your own locally.