Subject: Re: [stella] New and improved Warring Worms. From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Tue, 29 Jan 2002 09:11:24 +0100 |
Billy wrote: > I have fixed several of the problems with the AI in warring worms. It is > now more difficult to beat it, though I am afraid still a little to easy to > beat, let me know. AI is working much better now. It's not perfect, but I think it will be hard to make it work much better. > I have fixed the problem where it would shoot its own tail. It now doesn't > look "shaky" as it moves around. It is harder to hit with the missiles, > though it doesn't actually actively avoid them, I made the AI snake not like > to be on the same X or Y as the Player snake. The evading algorithm works very good, perhaps a bit to predictable. I think it would be good, if the AI also doesn't like to be on the same X/Y of the enemy *missile* and instead of immediately changing X/Y this should be done a bit more random. E.g.: you could just increase the chances of the AI for turning then. That would look even more clever, because the AI then doesn't always turn when the player is just *crossing* it's direction. > You will still see missiles missing the head occasionally, I am currently > working on getting that resolved. I didn't notice that anymore, because the AI succesfully prevents me from hitting. :-) (But being predictable as it is now, somebody will find soon a trick to cheat it) > Thanks for being honest about the game's shortcomings, I grumbled a bit to > myself after reading them, but of course it did make me fix the problems... I hope this post doesn't let you grumble again. ;-) > Also, try to track down someone to play it with, I think the game really > shines as a 2-player game. The AI was originally just intended to be a way > to amuse yourself with the game, not be really hard to beat. Though now I > am trying to make it harder. Unfortunately many people (like me :-( ) have to play the games alone, so a good AI adds a lot of value to a game. Glenn wrote: > Also, I really don't like the way you can accidentally crash into your own > tail by reversing direction. Surround, and presumably all the other games > of this sort (like Checkmate on the Astrocade, Dominos and Tron Light > Cycles in the arcades), all prevent this. > If you look at the Surround disassembly posted some time ago, you'll find > the logic that determines which of the 3 directions are allowed based on > your current direction. IIRC, Surround isn't very optimized coded. So don't expect to find something very clever. I'm sure, you can do it yourself and perhaps even better. > I strongly suggest you put this constraint in. Me too! Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ______________________________________________________________________________ Seien Sie dabei und sichern Sie sich 100% Leistung, 100% Prämie und 100% Zufriedenheit. Jetzt anmelden unter http://club.web.de. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] New and improved Warri, Glenn Saunders | Thread | [stella] Incoming, Ben Larson |
Re: [stella] New and improved Warri, Glenn Saunders | Date | Re: [stella] Incoming, Ruffin Bailey |
Month |