I haven't tried the OP's game yet, but from reading what I have of the "PROGRAM IT" section we (the people at this site) can do SO MUCH BETTER! This is a great inspiration but I think I have a project for the day. If you get into something again let me know. EDIT: I will be trying the OPs game to see how it goes. |
I agree! I'll get started today, it's the first day I've had free since I updated my youtube video.... I have absolutely no problem with the graphics part, however the custom interpreter would be fairly difficult. However I've been learning inline asm. With asm interpretation is a fairly simple swap of code and some jmps... Hmmm I can see a custom interpreted language coming from this =]
What I was thinking for the game was having different premade code "modules" that you could attach to bots. Basically things like a scout module, an archer module, a knight module, etc. Some of the basic ideas of the game: The bot does not make his moves for the current turn, he plans X turns in advanced, based on the level of the game. The first X moves are hard coded (user defined). The modules can poll for certain info, like the current position of enemies, the current positions of map traps, velocity of enemies, and it innately knows it's own pos/vel/jmp pwr/fuel level/etc. When the game progresses, or if you want to battle multiplayer style, there are completely blank modules to create your own AI. You bring a certain army into battle. The smaller the army/ more risk, gains more reward. So if you
destroy an army of 3x your size, you'll gain 3! * score in reward. With the extra cash you can buy expensive AI modules, more powerful weapons for your units, more units(not sure if you can share AI modules), and such.
I was thinking for a main premise behind the game something like: you're a programmer, and the world has been overrun with robots not following Asmov's law. SO you decide to make you're own army to get rid of these horrifying robots. I was also thinking that the overworld would be made up of a 2-d sidescroller, with puzzles between rounds and simple action levels. And actually during battle, I'm thinking that some custom commands would be absolutely amazing, or perhaps you're able to remote control one of your robots. IDK, there're a ton of different methods that could be used here.
The graphics: I much prefer two dimensional. I can make the art of the whole game. The "minions" especially =D
The X moves ahead aspect is where this game will really get interesting to program AI. you could have something super simple like,
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//MAIN LOOP STARTS HERE
poll: main: for nearest enemy: store in :: toattack;
//you can poll main, for basically everything. you can also poll other objects.
while(toattack.lives()){
if (mypos + myvel.x * 3 ~~ toattack.position){ //the ~~ means collides with
useweapon();
}
else{
move_towards(toattack);
}
}
//MAIN LOOP ENDS HERE
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Then expand from there.
What do you think? Good idea/Bad idea?