Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 24-06-2004 , 06:07 PM
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tactics and movement and programming

i have been playing with programming moving dots in C#
i (more or less) understand how to make one find a path with A* and the rest follow flocking
now i would like to make it more complex and program them to move arround the lead like a modern soldiers squad when going on open ground, trough a street, assaulting a trench/house etc...

Now, i have some ideas on how they should do it, but i really dont know a shit on how soldiers actually do it(i managed to elude obligatory military training until it dissapeared not so long ago...), and would like to make the movement look believable( even if they are now just points on a plane seen from above) so if anyone can link me to resources either on tactics or sourcecode of something similar i would appreciate...


Last edited by dragonfx; 24-06-2004 at 06:45 PM.
# 2 25-06-2004 , 01:03 AM
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well, it doesnt matters... its alrready done(more accurately its in production stage)...
www.fullspectrumwarrior.com
...[
URL=https://www.ict.usc.edu/disp.php?bd=proj_games_fsc]fullspectrum command[/URL]
lately i seem to have a bulb over my head that lights up from time to time... but when i think about it and then say: "ok lets see if someone tought it before or where did they arrived in that direction so i can try to develop it" i realize that same bulb lighted over someone else before...
ARRRRGGGHHH... IS THERE SOMETHING NEW UNDER THE SUN?



well now i come to think about it...
add to that an detailed-but-easy-to-manage macro military-campaigns, sociociltural, technological, economical, political and diplomatic models, with the possibility to go down to intermediate(simcity style) and micro levels(sims/FPS) sprinkled with a good (frigging big) measure of eyecandy and settled from now to 2100... with variable time-speed, without turns and a way to compaginate it with MM netplaying in a way that every player can fully play all the aspects or focus on one without having to wait for the others...
and youve got (in my oppinion) the definitive game...user added image


Last edited by dragonfx; 25-06-2004 at 01:45 AM.
# 3 28-06-2004 , 07:46 PM
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But would it be mac compatible?

Seriously, I have seen a lot of games who try to mix different level of gaming details and never found them fun to play because they were too hard to learn. I need a game I can start playing in 5mins but that take days to master.

There is a game that mixt warcraft and FPS, I just cant remember the name... arg! Anyways, it was great looking but the fun factor was a bit low because it was a fantastic setting but every unit had somekind of gunl ike weapon.

Only way to make it work is to go in reverse order: the actions of the FPS affect a region that latter affect the over all system. So its always up in the chain of command and not the other way around.

# 4 29-06-2004 , 09:06 AM
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yeah ive been thinking on the funfactor of the "LoD" gameplay...

If you want to make it ground up like that it happens that either the player has to play all the battles/events (insignificant or not) or the player plays 1 or x battles/events and based on that the outcome of the rest is calculated (and then, what happens if you hadnt luck in one event? (example: you lost a minor squad to squad skirmish you wanted to play and then automatically lost X battallions and then the whole war? and how it affects the re4st of the model? the schools on the mid level simcity stile crumble? on the macromanagemente level the market macrostability gets awry?....)


Personally i think that for it to be fun it should enable you to completely skip the parts of the game that you really dont wanna play/learn while knowing that theres an ai that will behave well enough to play the rest in accord with the style you displayed on that area you did played while at the same time protecting your interests on those areas you dont play... and for you to not be limited to play countrys but factions inside of it(that can govern or not), lobbies, companys, etc. each with its own goals and winning conditions

if you wanat to learn macromanagement of your faction and win just at that level you should be allowed to skip the sim and FP-Action. If you want to play one or two citys exclusively=, if you just wanna shoot on wars=...

I liked an idea of design that MOO3 promised but didnt delivered: You can do anything and everything but you dont have to
and:
the game can play itself but the player can win it


Last edited by dragonfx; 29-06-2004 at 09:14 AM.
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