The Game Creators

Carnage – AI Bots begin

AI killers

For the final pitch in April we want to demo how we feel full on multiplayer battles will be. We don’t have the time to develop multiplayer code and have it tested within the prototype time frame. So the aim is to create some basic AI bots that can battle in the game.

In the picture below, it shows a large number of waypoints, linked together by line of sight (i.e. if a waypoint can see another waypoint, they’re linked together). These waypoints are placed in such a way that from anywhere in the level an object can see at least one waypoint. This means, no matter where an AI character is in the level, it can always get onto the “network of travel”.

The next step is to use a propagation algorithm to teach each waypoint where each other waypoint is, how far away it is, and what route to take to get to it. In essence, the waypoints all talk to each other, creating a comprehensive map of paths through the level. This map allows you to work out the shortest route through the level from any point to any other point, instantly.

In the second image below we see two characters standing far away from each other. The white line shows the quickest route through the map between them. This instant route calculation allows us to get AI BOTs chasing you down at all times. Unless we choose to give you breathing space, there is nowhere to hide!

Art

On the art side a test animation of the main character running has been exported by the art team and tested by the programmer. This test went perfect and so now the production of all the various animations can begin.

The level art continues to be developed, with extra props fully textured (crates, oil tank, sandbags and a dumpster). More work on textures, including railings, shelving and flooring. The current level has incorrect shadows – this is because balancing these will take time and it’s best to do this lengthy job when the whole level is completed. Here’s an updated image;

Music to die to!

We also thought about the music for our game’s pitch. We decided it had to be a hard rock type sound. In the past we’ve used an online music store called www.shockwave-sound.com

The benefit of using this service is you can quickly find a track that can be a place holder for the type of music you want for the game without having to go to the expense of hiring a musician. The track we selected has just cost us $30 and fits perfectly with what we’re doing. If we then get full funding we can brief a professional musician who then has some reference music for what they have to produce.

Bubble on your iPhone…

One final note, we released our first ever iPhone app last week. It’s called iBlow! and let’s you blow bubbles on your iPhone. Check out the video demo on You Tube here: www.youtube.com/watch?v=u4H650q4KdQ

 

Rick Vanner

The Game Creators Ltd

 

Leave a Reply