Game Development Community

dev|Pro Game Development Curriculum

Tactical AI Kit: Demo is in the Works!

by Bryce · 08/05/2008 (9:08 pm) · 23 comments

Greetings, fellow AI lovers! (Okay, that may have been a little much)

It's time I released a demo showing how my AI Players work. Today and yesterday I've been putting together a lot of things to make this ready to release. This isn't going to be a beta (No .cs files, I'm only including the encrypted .dso's), but it should be enough to give the community a taste.

The mission:
img530.imageshack.us/img530/8182/screenshot00300001bu2.png
This is a linear map with a winding road somewhere in the middle east. I chose a map like this because middle-eastern environments seem to have a lot of alleys and balconies, so there are plenty of places to snipe from and take cover from. There is only one building that the player can enter--the player is restricted to the ground to avoid seeing over the map boundary and seeing the buildings abruptly end. Nonetheless, it's still a nice little place to shoot around.

The U.S. Marine:
img378.imageshack.us/img378/8061/screenshot00300002en4.pngI've grown tired of using the default Realm Wars orc as my player model. I remember reading somewhere "no torque without kork!", but putting him in a modern day map shatters the immersion. Plus, he's too big--He doesn't take cover vertically very well without exposing a piece of his arm to my weapon.

The Insurgent:
img220.imageshack.us/img220/8278/screenshot00400001ew6.pngWe need enemies, don't we? Say hello to my little terrorist friend. I have yet to texture the pouches, but that shouldn't take long.

The M16:
img293.imageshack.us/img293/9532/m16ty6.pngI've been using that same M4A1 model that you can see in my last two .plans since August. Time for something different.

The M249:
img246.imageshack.us/img246/9645/m249yd3.pngThe squad leader of a squad is given the M249 SAW (Squad Automatic Weapon) to aid suppressive fire, thanks to its 200-round magazine and high rate of fire. If the player chooses to be the squad leader in the demo, he will be equipped with this weapon.

The G3:
img363.imageshack.us/img363/3796/g3ns2.pngI originally was going to equip a majority of the insurgents with AK47s, but thanks to a skin I worked on for two hours getting corrupted, it would go into the game shaded white (I am NOT in the mood to re-skin that thing). So, I'm putting this G3 model that I made two years ago to use. Insurgents in the demo will be armed with G3s, M4s, SVDs, and RPGs.

The G36C:
img107.imageshack.us/img107/5820/g36ccy6.pngAnother 2-year-old model that is getting put to use

My favorite: The new, improved M4A1
img98.imageshack.us/img98/3241/m4rt8.pngCan't wait to get the M4 in-game.

You should expect the demo out before September. Rate and comment or the fleas of a thousand camels shall infest your armpits.
Page «Previous 1 2
#1
08/05/2008 (11:11 pm)
Can't wait! The Insurgent looks like he may be a drug runner lol, he'll look better once you texture the pouches.
#2
08/06/2008 (4:01 am)
Quote:Rate and comment or the fleas of a thousand camels shall infest your armpits.
ROTFL
This sounds like an interesting project. :-)
#3
08/06/2008 (4:16 am)
Awesome! May your camel never lose it's hump!
#4
08/06/2008 (5:52 am)
Looking good... what do you expect the price to be roughly? I would guess somewhere between $30 and $100? I have no idea, just a guess. Can't wait to get my hands on this pack, its one that is well needed in the GG world here. Thanks for bringing it to the masses... I know I'll be first to order this. Oh and Will it be drop and tweak and go or how hard should it be to setup and get running from the time you buy and download? I would guess again about 30 minutes to be up and running.

Will
#5
08/06/2008 (7:55 am)
@Wille: Im going to price it around $15-30. I want to keep the price low because there is no such thing as flawless ai--somebody is going to discover a bug sooner or later and they are going to feel ripped off if the price is too high, like the people who buy Torque and don't know how to use it. Even if the bug is environment-related or user error. I still haven't tested them with vehicles yet--I don't want them trying to flank me if I'm buzzing around above them at high speed. I haven't encountered any bugs that I wasn't able to fix yet, so far so good.

As for implementation, the AI script codes are simply drop in and run. I use a system similar to Killer Kork. I have the AIPlayer object which performs tasks that any AIPlayer should be able to use, like vector/angular math, aiming, firing, etc. The AIPlayer is assigned a scriptObject called the thinkSet, which is what thinks every 1/3 of a second. State scripts are run each time the thinkSet thinks, like Killer Kork. Killer Kork looks a lot like my AI Players in structures, just without the sensObjs and item searching. I'll also be including some sample automatic weapon scripts with the kit and the models that come with it in Milkshape 3D format.

When your AI scripts are in, you'll need to edit the engine code. So far, the only C++ I've used for the AI is Dan Keller's AStar Resource (my code in script couldn't run a search through 50 nodes without lagging for 3 seconds) and the multiple positions resource for crouching.

Then you need to edit your weapon scripts. In the ShapeBaseImageData dataBlock in the scripts, you need to add some variables for weapon switching to work properly, like weight, rate of fire, damage, range, etc.

In the end, I'd give it 20 minutes to an hour of implementation.
#6
08/06/2008 (2:06 pm)
> I'll also be including some sample automatic weapon scripts with the kit and the models that come with it in > Milkshape 3D format.

Awesome, so does this mean that the Mod Maker weapons packs will work for an easy fit on this? I own all 3 and not really torque script happy but I know a little about it. Yeah I agree about the rip off part, if something don't go good and easy some seem to feel so lost. Those are the types that think just throwing a game together in a cookie cutter like thing is just the way it works and it works everytime... NOT. Sure everyone deserves to have a product like yours but really, if people are going to expect flawless products, then they are in the wrong business. Nothing is flawless my friend :-)

Is there some way I could buy it now and use it while your still working on it since it is almost ready to do a demo with? I really like the idea it is being priced very low. That way, you win with a sale and I win by working on what I need to as it comes of stage to use in the TGE. What do you think? Possible? Just wondering if that would be cool idea. Let me know can't wait to hear back... again congrats on a wonderful pack man.

Will
#7
08/06/2008 (4:19 pm)
@Will: The Modmakers weapons should work, I don't own any of their packs so I'm not sure, but all you really need to do I think is add the AI-dependent variables in the ShapeBaseImageData block. As for the early sale, I still think the AI is still far from done. The code is extremely messy in some places and the AI Players don't know what to do if they are being shot at from a direction away for where they are looking...they just stand there. Plus the only way I really know how to sell this is by Garagegames accepting it as a product.

The demo is going to be the ai that works--I'm counting nobody seeing the non-encrypted .cs files and how horrible they look. Once I have all of the functionality I want, then I'll organize the code and see if GarageGames wants it.
#8
08/06/2008 (4:40 pm)
Bryce:

You can always use pay pal and setup a small credit card based shop on a small web server that won't cost you a lot of money to get rolling, thats what im doing with my new ambient sound packs and CDs is using a password protected server and allowing people to order from pay pal, then I just email the order link to where its stored on my web server and bam, they get their product and i get my return for the pack. Soon to be up and running at my site: http://www.digitallightstormstudio.com watch for it in the coming weeks... the site front is a messright now and not really loading anything so dont expect a whole lot right now if you go peek. I'm going to offer content packs of all kinds from my own stuff to other content such as yours from there. If you need help setting something up let me know and I'll give you a hand.

Will
magic_man4_life@yahoo.com
#9
08/06/2008 (5:09 pm)
Do I need a credit card? If not then I'll put some thought into it.
#10
08/06/2008 (6:25 pm)
Bryce:

Nope, if you want to take credit cards, pay pal does it for you. They take a tiny % cut of each sale they get through your site for their giving you the access, but still, to me it's a deal. This way you get a sale and your money goes into your pay pal account. You can get it setup through your bank to direct deposit your funds into your bank from pay pal (free no charge to transfer from pay pal to bank or other way). They only get a % of a sale as you make money which is a deal to me. Check it out, http://www.paypal.com they are owned by the guys that made Ebay.com. The only thing you might need a credit card for would be the web site, some require a credit card or debit card, some bill you and send a statement to your house each month or how ever you have it setup. So with very little overhead, you can get started.

Figure on http://www.1and1.com where I host from, packages are cheap... runs me about $20 bucks every 3 months, then pay pal which i will begin receiving payments on, which costs me nothing to setup or keep running except a % of every sale. I forget the cut its tiny though like 7% or something small. You also have no overhead but the web site and your store can be up 24/7 too like here on GG. I usually like to pull traffic from here in my blogs to my site, that way I get the sale and don't have to split the funds I make from sales with anyone. They go straight into the bank each month as I get them. I hope this helps get you started, again, if you have any questions you can always email me directly or post here and I'll help you out any way I can.

Will
#11
08/06/2008 (6:29 pm)
Oh and btw, if you wanted to run something like I said before like ordering early in a pre order setup, you could do that with say the web site offering something for only a small select few you limit.. say 15 people to pre order the package, then close it off to only those and have a small beta test like thing going on to test your code and those who help get a small $5 off your next package or something for them jumping in on the package in the EA stages. Always good to release early you have no idea who is out there and might really improve your work better then you even thought you could. We've all seen it here even... like the resources released, when someone else gets ahold of it and buffs it way up and you have a way cooler product then before. So might not hurt to look into releasing early, but warn everyone ahead of time about what they are getting into as well so they don't get any surprises...

Will
#12
08/06/2008 (7:45 pm)
AI kit is coming along wonderfully, bryce. I can't wait to try out the demo. Oh and no fleas!
#13
08/06/2008 (8:35 pm)
I love that you are working on a Tactical AI Kit you have my purchase on the release. If you still need idea for the next A.I pack I would love to see a Animal pack with A.I for dogs cats horses etc and civilians like GTA pack and monster pack.

thanks for your time and can't wait to purchase this pack.
#14
08/07/2008 (5:20 am)
Cooooooool...
#15
08/07/2008 (7:28 am)
...
#16
08/07/2008 (11:08 pm)
The squad leader gets the MG?!! Unusual. I would give it to the 2IC if anyone with "status" had to have it. More often than not, the patrol commander "squad leader" will have his hands full with other things. I would give him the M4. (Then again, I would give everyone an M4, even the guy with the minimi, as well as!)

Regardless, you still have my purchase! Good work dude!
#17
08/08/2008 (8:59 am)
@Daz: I remember reading somewhere that the squad leader usually gets the Minimi/M249/SAW (that thing has too many names). Then again, this may vary with different divisions (Army, Navy, Marines, etc.) I'll look it up again.
#18
08/08/2008 (12:13 pm)
Some additional screens of the M4 and M249:
img146.imageshack.us/img146/655/screenshot00500001zv7.pngimg513.imageshack.us/img513/8775/screenshot00500003ac9.png
#19
08/21/2008 (11:04 am)
Demo almost done, just need to add a pushaway system so AI Players don't get stuck on eachother, then I add the spawn points and triggers. I think I'll have it posted by the 1st of September.
#20
08/31/2008 (1:32 pm)
On second thought....I need to work out some bugs and there are still some things that need a little more work. I'll release this demo eventually!
Page «Previous 1 2