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Messages - Brecmadak

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News & Announcements / Combat System #4: AI for Turn-based Combat Systems
« on: August 05, 2019, Monday, 12:49 am »
I'm all sold for the ambitious approach of AI design that Ceres is considering to coddle with. I'm a sucker of an ingeniously designed AI regardless of genre. Actually, when we look at the history of video games, most of the time they turn out to have average AIs at the best. Even the classics that we treat with honour can be a part of this group.

For me, behind every 'great game' design comes intriguingly coded AI. Particularly when you are producing an SP focused game meaning that the only challenge for the player to take, would be provided through the way AI is designed in the first place. In the simplest term, if it were not for the good AI, I'd be impressed if I wasn't revisiting my favourite games from time to time although there are other factors that count in.

Every game is only hard until you get a grip on playing it. The art is to wisely stretch out the learning curve on the mind of a player as much as possible so that player will enjoy and satisfy even more rather than rage quits come.

I share very similar ideas what Ceres already brought within this topic, and some might not yet;

1. Build AI that defamiliarizes the player's expectations by increasing the interchangeable and unfavourable moments that require players to use divergent thinking and stay on alert. Like diversifying enemy behaviours in the same group and give a small chance of randomisation to that monster X type that resulting it can do something very unaccustomed to the nature of its race.
2. Increase the 'if conditions' of the same enemy and puzzle up the player so that the chances of a player to memorise all possibilities takes longer time while keeping the player amazed with full of interesting twists.
3. AI that forces the player to make split-second decisions and hand dexterity to ensure that every combat is challenging yet interesting.
4. AI that is less vulnerable to abuses. No matter what, eventually we all are gonna end up with knowing the general weaknesses of our enemies and how to deal with them by giving as fewer casualties as possible. However, while designing a monster X, if you walk in a player's shoes, you are more likely to see the design flaws before finishing with that monster.

Having said that, I'd second the question regarding moral mechanics that Pathfinder asked for: Are you considering implementing? And if yes, an insight is definitely welcome.

I'm really happy that Ceres appreciates the value of a good AI and its impact to the game.

That's all that popped in my mind as of now.

Sorry but you are not allowed to view spoiler contents.

Gameplay Discussion / Ships & Piracy
« on: July 28, 2019, Sunday, 11:20 am »
These are some very nice and interesting questions. I'm always a sucker and have dreamt for a naval system to make it in a cRPG. Hope soon we get to learn more on this, maybe introduced us through a blog update...

Off Topic / Town guard title not showing in Discord ??
« on: July 23, 2019, Tuesday, 12:56 pm »
Wait, what is the discord channel for RB I never get to see that one shared on just anywhere??

Site Feedback / Season timed out!
« on: February 22, 2019, Friday, 10:46 pm »
Never had that problem again. I will let you know If it happens yet again.

Thanks HobGoblin!

Site Feedback / Session timed out!
« on: February 21, 2019, Thursday, 11:18 pm »

Having logging problems every now and then. The forum does not recognize my password and instead says something along the lines of ''session is timed out'' on every login try. I don't get why this is happening each time I have to tell that I forgot my pass and then only stay logged in for a while and I should repeat this on every session which gets very annoying.

Please clarify this situation.

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