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Ricardo Caffeine305
So, in theory, a bowman may hit several times before a knight get in range to hit him hard. Yes, RPS was considered in the gameplay. Not completely sure if that'd help the Minimax AI or render it too heavy. A matter of trying it out, I think.
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Ricardo Caffeine305
@Ju: lol! guess I should try to get a decent engine first... But now you mention it, I think it'd be medieval-esque. @raimondz: Top-Down. Each unit should have different range and streng. Let's say Knight, Magician and Bowman. Knights will be strong but slow. Magicians will be medium-type and Bowmans will have long-range shots but weaker than the othe two
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Ricardo Caffeine305
Minimax, maybe? depending on you search tree it might be quite resource-intensive but it works good with low-branching, big-depth trees. You might also use αβ-pruning to improve the seach.
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返信[3]
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Ricardo Caffeine305
No need to Key, just write the part of the code you need.
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トピック
Ricardo Caffeine305

Simple Tactics Engine

The idea is to create a tactics game using a Minimax AI for choosing the best move. All suggestions are welcome. There will be 3 different unit types defined depending on strength and attack range. So far, this project has received contribution from Sim#one (with a 3-kanji instead of a #) with the code whose share key is: 5BNECK4E.
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返信[18]
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Ricardo Caffeine305
All-in-all, Final Project went great but FAR different from what was the 1rs intention. So, I'm closing this post in a turning-the-page sense and will open a new one as I take back the original idea. Thanks to everyone for posting them comments and Sim#on for sharing that piece of code with us.
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返信[17]
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Ricardo Caffeine305
Well, it seems we're finished with the project! We'll be presenting it in a few hours!
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返信[16]
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Ricardo Caffeine305
All four of us are now working on the various aspects of the project connected via Hangout just right before deadline. Better late than never, I guess.
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返信[15]
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Ricardo Caffeine305
Writting project's final report... After showing what we were able to achieve tomorrow, I'll be free to get back on track with this project. Instead of writing it on Processing or Phaser, I think I should write it directly on SmileBASIC and then consider porting.
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返信[14]
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Ricardo Caffeine305
There's still hope! IDK, Me Neither and MIA decided to work on what Boss decided to be the new project this sunday. Deadline is next friday so I guess we can still do it. After that I'm crashing up on the original game project as proposed by IDN and Me Neither.
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返信[12]
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Ricardo Caffeine305
This post has become my personal whinning site. Should stop it till I get some of the work done.
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返信[11]
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Ricardo Caffeine305
I will personally work on this after team project's deadline. I'm just too stubborn tojust give up because someone say I'll deliver a buggy game.
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返信[10]
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Ricardo Caffeine305
...which looks easier to do on the other hand... oh, well... we'll do that I think... be it for the team's sake.
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返信[9]
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Ricardo Caffeine305
Next week is deadline for the project. We're in bad shape. I tried my best to translate the code to Processing and Phaser but one teammate doesn't undestand the code; the ones that can understand it, one is MIA and the other one just refuses to cooperate with the team's objectives. He just wants to do as he pleases and rewrite an existing RPG battle open source code...
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Ricardo Caffeine305
After all, I have to pass this assignment.
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返信[6]
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Ricardo Caffeine305
Lucky day! help came from unexpected ways! Sim€on (with a number 3 kanji instead of €, though) shared with me a program who took him 3 days to develop! least I can do is share his key [5BNECK4E] and keep this project alive!
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返信[5]
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Ricardo Caffeine305
Hiatus. We need to code this Unity lab activity and it's report. Sadly, the team seems kinda divided between those how had the idea but naïve @ programming and those who have all the experience but really busy with their real-life works to attend lectures...
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Ricardo Caffeine305
Looks like this. No board programmed since I see no needs yet.
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返信[3]
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Ricardo Caffeine305
Influence area per unit already assigned. Knighs can move 1-square radius, Mages 2 and archers 3.
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返信[2]
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Ricardo Caffeine305
Engine now detects units located on (i,j) position by type.
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