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Re: Organizational AI

That was one of the crucial lessons from Douglas Hofstadter's Gödel, Escher, Bach : apparently complex behavior can arise from the interaction of a few simple (hidden) rules. He tells the story of putting a ball on the floor in a class. The ball would zip to a part of the floor, hit something, pause...

Organizational AI

David Paris has an interesting blog entry at Gamasutra today on building an AI infrastructure for groups of NPCs. Here's an excerpt: Instead of trying to solve a massive problem in one [fell] swoop, I taught the AI to solve very simple problems and then layered these solutions to create more and mor...

Re: the market in LT

As Josh Himself said in this thread : The final goal of the UI is to make interaction as fast and natural as possible, period . Anything that does not achieve this goal will not be considered a success and will be torn out without a moment's hesitation :) That being said, I have a certain faith that...

Re: Combat balancing

One has been hinted at already: the speed at which a weapon's effect is applied. For example, suppose lasers are immediate, mass drivers are very fast, missiles are moderately fast, plasma cannons are moderately slow, and torpedoes are (relatively) very slow. And further suppose that various defense...

Re: Interesting Decisions and Player Expression

The "interesting choices" thing is usually attributed to Sid "Civilization" Meier. An important point about this is that what makes a choice interesting or not isn't the choice itself -- it's that the choice has consequences generated by the game that are reflected back to the player that enable add...

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