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dexter4dxm
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CA, USA
Jul 2001 time: 21:15
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quote: Originally posted by RonHiler
I played a 'game'. I lost Interesting idea about the timer. You need some kind of function to chose a particular unit if ready, but I'm sure that's coming. I take it the city isn't functional yet.
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The timer is my answer for real-time play, and fortunately all the timer values can be set to any amount, so maybe the values will be higher later in the game when there's more units, or maybe individual units will have shorter countdown timers. I agree with you about having some way to choose a particular unit, but how can I do this without implementing mouse support? Perhaps a key to switch to the unit that is closest to opposing units, and another key that will simply switch to another unit. I don't know, I'm very open to suggestions on this. As for the city, yes it is not functional yet.
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What sort of AI are you using? I'm doing the combat AI for our game right now, so I'm always interested in how other people are handling their systems.
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I wanted to get the most basic system in place as soon as possible, so right now all the AI does is check adjacent squares for opposing units, and if a unit is found then combat is initiated. If not, then the AI randomly moves. I have done more complicated routines in the past, but never in this language (C++). I will have much more to discuss with you when I get further along with this project.
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Might I suggest that you decouple the graphics from the exe in the near future? That way, when you do updates, you don't force the players to d/l a monster sized exe. They can just update the files that need it. Plus, it makes it easier to plug in new graphics if they're kept seperate.
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Definately.
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So what's on the agenda for the next update? 
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Well, I was thinking about having the first update consist
of a larger playing field with more units to toy with, and then making the second update be something that actually adds new things to the game - possibly basic city support. It will be interesting seeing city screens with production bars running in real-time
Thanks for the feedback. I appreciate it.
btw, what game are you working on?
-dex
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RonHiler
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California, USA
May 2000 time: 21:15
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quote: Originally posted by dexter4dxm
I agree with you about having some way to choose a particular unit, but how can I do this without implementing mouse support?
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Why on earth would you not implement mouse support? Chosing an item on the screen is what the mouse was made to do. Doing anything else is a kludge, IMO.
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I will have much more to discuss with you when I get further along with this project.
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Cool, I look forward to it. If, at any point, you want to talk about Neural Nets, let me know. I'm struggling to get ours to work now
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Thanks for the feedback. I appreciate it.
btw, what game are you working on?
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Sure, no problem. I will be watching with interest the development of your game.
I'm the lead programmer and designer for Manifest Destiny. If you want to take a look, the front page is here
Ron
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