View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0004289 | Valley 1 | Bug - Other | Sep 29, 2011 8:18 am | Oct 18, 2011 6:38 pm | |
Reporter | Toll | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.505 | ||||
Fixed in Version | 0.526 | ||||
Summary | 0004289: Skelebot Dwarves often miss their first shot | ||||
Description | If a Skelebot Dwarf comes running head-on, the first shot they make often (if not always) miss you. See the screenshot for an example. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix ASAP | ||||
|
One of the things about programming action game AI: you have to make enemies miss. In any FPS game, there's no reason that every enemy could not shoot you perfectly from any distance any time you are in range with LOS from them. You'd barely be able to walk a foot. Same thing will Billiards simulations: the opponents could make incredible runs every time and never let you play at all. Also the same thing largely goes for racing games, but to a somewhat lesser extent. This is very different from strategy game (or board game, or card game, or puzzle game) AI, where the challenge is actually to make the AI as good as a human. This bears noting, because literally to hit you every time all I have to do for the dwarf skelebot is say "when range equals this, fire" and it will never ever miss you when you're around. That would be incredibly cheap and frustrating for players. Therefore, instead, there's a "when the range is within this offset, fire" logic, which means that sometimes they will miss like a human would, and you can avoid their fire if you jump at them from certain angles, etc, etc. Anyway, hope that makes sense -- with this game the challenge is mostly the opposite of AI War, when it comes to the simple enemy-level AI: rather than trying to make it act optimally at all times, the trick is making it act sub-optimally in a believable/fun way. |
|
I definitely see your point, but it's not that he "doesn't always hit", it's "he more or less always misses". I just did a test where I had a Skelebot Dwarf run back and forth and I stood still. Out of ten shots, he missed ten times, and they were all misses of the same magnitude; roughly one "square" away from me. |
|
Hmm... okay, yeah, I may need to make one adjustment for when the target is standing still in particular. |
|
Okay, at long last: * Skelebot dwarves no longer miss their first shot if you're standing still in particular. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 29, 2011 8:18 am | Toll | New Issue | |
Sep 29, 2011 8:18 am | Toll | File Added: Screenshot_2011_09_29_14_17_01.png | |
Sep 29, 2011 8:32 am | Chris_McElligottPark | Internal Weight | => New |
Sep 29, 2011 8:32 am | Chris_McElligottPark | Note Added: 0014593 | |
Sep 29, 2011 8:32 am | Chris_McElligottPark | Status | new => closed |
Sep 29, 2011 8:32 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 29, 2011 8:32 am | Chris_McElligottPark | Resolution | open => no change required |
Sep 29, 2011 8:39 am | Toll | Note Added: 0014595 | |
Sep 29, 2011 9:15 am | Chris_McElligottPark | Internal Weight | New => Fix ASAP |
Sep 29, 2011 9:15 am | Chris_McElligottPark | Note Added: 0014602 | |
Sep 29, 2011 9:15 am | Chris_McElligottPark | Status | closed => confirmed |
Oct 18, 2011 6:38 pm | Chris_McElligottPark | Note Added: 0016757 | |
Oct 18, 2011 6:38 pm | Chris_McElligottPark | Status | confirmed => resolved |
Oct 18, 2011 6:38 pm | Chris_McElligottPark | Fixed in Version | => 0.526 |
Oct 18, 2011 6:38 pm | Chris_McElligottPark | Resolution | no change required => fixed |