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News: In Development: Dynasty Street 2, Chaos Faction 2, Spellshore Tactics
 
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Author Topic: Spellshore Tactics  (Read 36073 times)
Greg
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« Reply #90 on: June 04, 2008, 01:44:13 PM »

you should see what it's like trying to actually program this shit.

anyway, the main problem with making a good AI is that what the best move is can vary on how it contributes to your long-term goals, and what goals are best depends what the situation is. i'd also rather like to make AIs with personalities, that is, i can just randomize some variables and they'll behave differently each time.
« Last Edit: June 04, 2008, 04:31:04 PM by Kesteven » Logged
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« Reply #91 on: June 05, 2008, 12:22:30 AM »

Can't, or wont?
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Greg
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« Reply #92 on: June 05, 2008, 01:16:27 AM »

i'm not sure that actually makes sense in the context of this point of the exchange
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« Reply #93 on: June 05, 2008, 06:56:43 AM »

But at least he used proper punctuation.
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« Reply #94 on: June 05, 2008, 03:59:18 PM »

no he didn't. unless he actually does mean wont as in a custom or tendency.
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« Reply #95 on: June 06, 2008, 02:34:18 AM »

Well I would use that excuse.
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« Reply #96 on: June 11, 2008, 04:27:00 PM »

ok so anyway, nathan's going to have a look at AI cos he knows more about that sort of shit, doing computing and all. meanwhile, i'll probably do some work on making the game more user-friendly, its obfuscation being probably the greatest barrier to success.

first of all of course i'll put some in-game tooltips so hovering over stuff will tell you what it does when you play until you disable it.

the other things i was thinking of were:
- highlight units that can still move into other tiles
- make it more obvious when you can't use a spell cos no tile has a high enough claim, maybe replace the tiles with something showing how much more claim is needed.
- have an 'effect ghost' that shows spell effects on the field
- replace some of the text in context help with images

any other ideas?
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« Reply #97 on: June 11, 2008, 05:03:08 PM »

sounds good, how much of the gameplay engine is actually complete do you reckon?
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« Reply #98 on: June 11, 2008, 05:25:25 PM »

all of it, pretty much. i can have games against myself, no problem. the rest is just adding AI, more spells and making it look pretty. and the inevitable nightmare of trying to make it online mp.
and of course all the other jazz like tutorials, leveling up systems, and maybe even a short campaign mode.
« Last Edit: June 11, 2008, 05:30:11 PM by Kesteven » Logged
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« Reply #99 on: June 29, 2008, 06:13:16 PM »

so yeah, haven't been able to do much so far what with all the partying and moving out of the house and stuff but on the most recent update it should automatically highlight all units with mobility remaining and the 3-phase system has been moved from buttons to the staff. it looks pretty shitty. suggestions? star is spells, circle is move, triangle is claim.

i think the next thing to do is probably separate the rollover tile info from the 'what will happen if you click' info, but i dunno where to put it. also i'll neaten up the info generally to make it less confusing and obscure.

of course, that won't be till at least the 4th when i move back into a real house.
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« Reply #100 on: June 30, 2008, 04:22:04 AM »

DOUBLE POST!!!!!


star is spells, circle is move, triangle is claim.

Whta is this, for the playstation?

Anyway, all I guess you need to do is make it smooth and un-lag-y.

Sounds like a game worth playing.

(which, these days, is an accomplishment in itself)
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« Reply #101 on: June 30, 2008, 08:02:13 AM »

The Playstation doesn't have a star.

Although it should. That'd be totally awesomerific.
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« Reply #102 on: June 30, 2008, 06:14:59 PM »

Well, yes the CURRENT ones don't but by the time this game is out, so will the PS4, 'cause Sony wants to replace the PS3 asap.
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« Reply #103 on: June 30, 2008, 07:35:22 PM »

amazingly, there are a limited number of simple geometric shapes. and if the game is lagging for you, your pc has serious problems.
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« Reply #104 on: June 30, 2008, 07:55:01 PM »

Yeah. \

*looks at FK51*
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