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Re: [pygame] AI Module (was: Perlin Noise Function)



On Sun, Aug 3, 2008 at 12:52 AM, Emanuel Berg <bergregerar@xxxxxxxxx> wrote:
> Do you have a screenshot of your project?
>
> My project is a SNES/Mega Drive RPG with simple but addictive/fast
> gameplay. The inspiration is Chrono Trigger. A lot of people like
> realistic RPGs (for example in a quasi-mediaeval setting) but I like
> freaked out, spaced out, psychedelic stuff. Of course the story is
> very important in a game of this type (the story of CT is outstanding)
> but if its no fun to play the game, no one will care about the story
> anyway. So I try to be very persistent with the gameplay itself.
>
> My question was about movement. You can go in 8 directions and the
> other party members follow you. But it looks very static and
> unnatural, I want them to follow the main char, yes, but in a more
> relaxed way to make them appear more alive.
>
> On Sat, Aug 2, 2008 at 11:33 PM, Knapp <magick.crow@xxxxxxxxx> wrote:
>> On Sat, Aug 2, 2008 at 9:04 PM, Emanuel Berg <bergregerar@xxxxxxxxx> wrote:
>>> I'm not experienced as a programmer so I don't think I can help you
>>> really but I happen to have an RPG project so for what it's worth I
>>> think it's a great idea with an "RPG module" handling routine things
>>> that are in almost all RPGs. I'd be happy to test whatever you come up
>>> with.
>>
>> RPG's are huge projects. What is yours? I am making one also.
>>
>>
>>> editor: http://img70.imageshack.us/my.php?image=dumpij9.png
>>> battle: http://img229.imageshack.us/my.php?image=743of9.gif
>>
>>
>>
>>> One question: how do you emulate natural movement? In this case, you
>>> control one character directly and have two more in your party?
>>
>> Not sure I know what you are asking. You mean with perlin? Perlin give
>> random input that comes in predicable ways that tend to simulate
>> natures randomness. I can't say I have perfected how to use this in
>> movement yet but there is a web site out there that uses it to do a
>> face.
>>
>> Most of my work is 3d and done in Blender3d. Then I animate it and
>> export that to Panda3d. My game is written using that.
>>
>> Can't say I will write this AI stuff but maybe when I get some time.
>>
>> --
>> Douglas E Knapp
>>
>> http://sf-journey-creations.wikispot.org/Front_Page
>>

http://gamecreator.blogspot.com/2007/02/perlin-noise.html

I would also make each NPC have a personality that says how long they
wait before they follow and vary that time with the noise also. You
might make them wander around a bit too.



-- 
Douglas E Knapp

http://sf-journey-creations.wikispot.org/Front_Page