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View Full Version : Level Links and Object Responsive Battle AI.



anarchowolf
12-07-2012, 11:00 AM
I've been testing the FPS style waters in the meantime of working on less objective tracks. And I've come to notice a couple things.

The AI is pretty good, sometimes too good while racing. But throw them in an arena and do some customization and object placement and they forget their own names. This is very problematic. I don't know how it could be addressed but it really needs to be, as we are gifted with seemingly endless possibilities, but the AI doesn't care.

Lack of level links expand this "endless, but not endless possibility" deal. While they could prove useful for story-like race tracks. It dictates our ability to expand an arena into a full on world. Meaning that while we could most likely create RPG style worlds, we can't enter other zones. So that genre is slightly held back. And having the option to do that was something a lot of us LBP folks where excited for. And rightfully so. We just need level links.

The latter might not sound like a big deal, but that little object's function is priceless.

Manlius10A
12-07-2012, 05:35 PM
The AI isn't as bad in battle arenas as everyone seems to indicate, IF you understand how they work.

If there are too many small objects bunched together, the AI will avoid the entire area. For the arena I am working on, I surround many small objects with a fence, and then encase the fence and small objects in one force-field object. Of course this closes off the area for all racers, but AI pathing will run smoothly.
If you set an object with pathfinder to "obstacle", the AI will still run into it from time to time because it is trying to emulate a person that would run into the "obstacle". Often it is better not to use the pathfinder at all
The AI will often go in a straight line to weapons, even if objects are in the way. Consider this when placing weapons. Place them in open areas with many straight lines going to them.


If you actually think about it, the AI is actually quite a feat for this game. Basically, the AI had to be programmed to be able to race/battle in TONS of user created content. The AI cannot be scripted like in most games.

anarchowolf
12-07-2012, 07:35 PM
I have a serious issue with the AI running into a large object (even if it's the only one) and neglecting the ability to back up and move. It's really awful, and could be fixed with an object sensor of some sort.

zzmorg82
12-11-2012, 03:08 PM
I have a serious issue with the AI running into a large object (even if it's the only one) and neglecting the ability to back up and move. It's really awful, and could be fixed with an object sensor of some sort.

Pathfinders would work?

TheAdipose
12-11-2012, 09:04 PM
definately need level links - and also the possibility to publish locked levels and keys. I cant even put a private beta up at the moment :(

anarchowolf
12-11-2012, 10:28 PM
I have a lot less trouble with the AI now. But all the same.

And I agree we need a key/lock function.

ultrafast72
12-23-2012, 08:32 PM
definately need level links - and also the possibility to publish locked levels and keys. I cant even put a private beta up at the moment :(

You could probably disable kart movement until players enter a certain code, something as easy as holding all the face buttons at the same time, but that might be a bit over the top. Without locked levels or sublevels, online storage is only possible through prize bubbles, which is kind of tedious.

Does changing the AI from easy to expert change anything btw?

MSTER232
01-01-2013, 09:37 PM
I've been testing the FPS style waters in the meantime of working on less objective tracks. And I've come to notice a couple things.

The AI is pretty good, sometimes too good while racing. But throw them in an arena and do some customization and object placement and they forget their own names. This is very problematic. I don't know how it could be addressed but it really needs to be, as we are gifted with seemingly endless possibilities, but the AI doesn't care.

Lack of level links expand this "endless, but not endless possibility" deal. While they could prove useful for story-like race tracks. It dictates our ability to expand an arena into a full on world. Meaning that while we could most likely create RPG style worlds, we can't enter other zones. So that genre is slightly held back. And having the option to do that was something a lot of us LBP folks where excited for. And rightfully so. We just need level links.

The latter might not sound like a big deal, but that little object's function is priceless.

Well I will agree that some areas of LBPK's create mode doesn't seem as polished as LBP2. For example, we have less shapes available to us when creating materials. And we're also missing other useful stuff from LBP2 as well such as full-screen popit, popit colours*, level keys etc. It even seems to me that Create Mode wasn't the thing that UFG were focusing on when making LBPK. A real shame to be honest. But there are still loads of possibilities made available to us just by putting LBP into a 3D world.

*Okay, maybe popit colours aren't really useful in terms of create mode but it's still quite a nice addition and allows us to personalise the game without having to be stuck to the default green popit colour in LBPK -_- .

EDIT: As for the AI, I think they're rubbish most of the time but there are also times when they're okay. But in battle arenas they're also okay but if you wanted an arena where the objective is different to blowing up every kart you see in front of you then this is when programming the AI becomes difficult.