Game Development Community

Saving/Loading, Cutscenes, and AI

by TJ Miller · in Torque Game Engine · 11/24/2006 (1:21 pm) · 5 replies

Hi, I have a real hard time with three things in this program. Saving and Loading, Making Cutscenes or mini-movies between missions, and doing AI with enemy characters. If there is an easy way to do this without using much code, (i'm not that good with code) I would really appreciate anyone helping me out.

TJ

#1
11/25/2006 (9:15 am)
Saving and Loading must be done in code, mainly because you know what your game's scene objects and states are. Those are what you need to read/write to a "save file". Kind of a like a mission file, but more concise and related to directly manipulatable objects.

Are you talking about mini-movies using in-engine graphics or using a video file?

AI is script intensive as well since behaviors must be scripted.
#2
11/25/2006 (12:45 pm)
You do not have to code Saving and Loading in C++, I did it in script back when I didn't know C++ at all and it worked fine.

AI does not have to be script, either. (I did mine in C++) But those are good guidelines. :)
#3
11/25/2006 (12:53 pm)
Actually, using fileobjects in TS is not hard as long as you know what data you need to save and update. If you want to pack and encrypt that data, then you'll have to do it in C++ with an external library. I'm a complete idiot when it comes to AI, though. But I know of several scripting and C++ solutions of varying quality and measure. It just depends on what you need. If you are making a basic platformer, then your AI requirements will not be heavy, but if you are making a tactical shooter...well, then it gets sticky.
#4
11/25/2006 (1:52 pm)
Well your ai will need sensors, if you dont already know about them use raycasts and radius search.
#5
04/18/2007 (5:17 pm)
Thanks guys, that helped!