Defining Awesome — Bot deathmatch (work-in-progress) video
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  • Bot deathmatch (work-in-progress) video

    Written by . Posted at 6:50 am on February 8th, 2010

    This bot is relatively easy. His main weakness is his aim which I dumbed down a lot. You’ll see he needs a couple shots to get an accurate shot. I think this simulates pretty good a noob player (which is a quite difficult task in AI).

    What the bot has:
    – pathfinding to enemy
    – human aim simulation (slow and innacurate, becomes more accurate after initial shots)
    – decides when it is good to duck for cover after shot or reload

    What it lacks still:
    – decision whether to engage target or retreat
    – taking advantage of enemies weaknesses (enemies worse position, health, shooting obstructed when climbing)
    -sometimes he miscalculates if he is visible to the enemy

    Big remark:
    The bot is not an enemy in a 2d platformer. The bot in Link-Dead is actually a simulation of the player in front of the computer. So he sees what a player sees and does things a player would do.

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    23 comments.

    1. the bot should shoot back if it gets shot at.


    2. this is still shit. the bot has the player’s position on a plate. he can’t move around on his own.


    3. Why would he need to move around on its own? If you join an empty server and nothing is there do you wander around like a retard?

      The bot is not an enemy in a 2d platformer. The bot in Link-Dead is actually a simulation of the player in front of the computer. So he sees what a player sees and does things a player would do.


    4. It looks booring. I hope you are going to make it funny.


    5. Underline

      Hey, very smooth gameplay!
      The AI is great at this point and the map is better than the last one.
      BTW, are the maps going to support user made texture?

      success


    6. @xmRipper
      Yeah MM should add some fart sounds when the bot crouches.


    7. Tired of your noob bots?
      Support Link-Dead now and gain full bot scripting access!


    8. this looks better than i exptected
      good job


    9. and btw
      whats that music in the backround?
      tangerine dream?


    10. Some rag doll physics after death would be pretty nice too, but I’m guessing this is coming later?


    11. You should make the game smoother, it seems like you are only able to press one button at once or something. It seems static/placid


    12. It looks great, and it would look a LOT better with two teams of four or more, please give us a video of a small team game on that map you showed in this vid.

      On another note. The bot seems far too easy, so you got the n00b right, but i’d like to see sone team fighting, just throw some bots in a game and show us how they work with multiple enemies in the battle.

      On the graphics side, it’s all looking very nice and the animations are excellent, well done. You still need ragdoll for the bodies, or at least a flop to fit the area they died on.

      But the 1v1 looks incredibly boring, please make some videos with multiple bots and some different weapons (assault rifles or shot guns).

      I’m still looking forward to it, just please don’t make it FFA only. Team is better, and also, different sprites/gosteks/character models for the teams…

      But this looks very good so far.


    13. I agree its kind of uninteresting now. There’s only one weapon, no nades, no medkits, no gameplay stuff. It’s just duck, cover, shoot, stand, duck cover… But I want to perfect this element of the game, because it is the very essence of it. Everything else comes from this basic element of having a dude in front of you and shooting at him.
      But don’t worry there will be lots of stuff added after this.


    14. Have you added the lighting/Fog of war system yet? since the bots will have to work accordingly to that too right ?


    15. MM, thought about putting say 10 bots in the map and just letting them run loose (and record it!).

      I wonder how they all play together? :)


    16. Have you added the lighting/Fog of war system yet? since the bots will have to work accordingly to that too right ?

      Haven’t done that yet, will do it in the end.

      MM, thought about putting say 10 bots in the map and just letting them run loose (and record it!).

      They don’t take into account more than one enemy still. I have to add that part of code.


    17. niko šveikovsky

      the music is interesting. can it be attributed to synsynth, or is he off of the team too?


    18. Hi,
      You might be interested in an animation editor for 2d characters I’ve been working on for the past couple of months or so, for your animations. I’m guessing you’ve made something similar yourself, but it’s always nice not to have to do everything in a game project.

      A video from an earlier version can be seen here:
      http://www.youtube.com/watch?v=nkSmo7UCOa0

      I’m about to open source it on codeplex.

      If it seems interesting, throw me an email. :)


    19. Anders Elfgren: That definitely looks interesting. I especially like the onion skins and timing features. If you would throw in an option for rotoscoping – http://www.youtube.com/watch?v=UT8NKAfWc-A – it would really kickass. You know my email?


    20. Nope, but I assume you can look up mine from the comments 😀

      By rotoscoping, do you mean aligning it to the background movie, or dragging individual joints with IK?


    21. Ah, you can always trust Wikipedia. “Rotoscoping is an animation technique in which animators trace over live-action film movement…”

      Well, it doesn’t have support for that currently, but I guess it could be done. The animation ui is written in C# using XNA, so it would need to be in a format I can play using that.


    22. just found the original prince of percia roboscoping video 😀
      http://www.youtube.com/watch?v=WAjRNU3DbSY


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