This thread is to record the final progress toward the release of Demo 5, and any issues relevant to that.
I feel that D5 should be at least to the standard of D4. To achieve this the following things need to be done:
1. Test the terrain modification, and link the terrain to images.
2. Finish and test the unit movement system (Laurent and I are both working on parts of that).
3. Make sure the combat system works.
4. Add a few more minor orders to the unit orders submenu (cancel orders for example).
5. Implement Mark's alternative TF manipulation system.
6. Build a model for an actual player (at present there are civilizations, but no players).
7. Provide some sort of AI (probably a port of the D4 version) for non-player civilizations.
8. Make sure that there is adequate feedback to the player on events during a move.
9. All the things I have forgotten.
This list looks significant, but if I listed all the things that have been done it would look small.
As things are got working, I will check them off this list.
I hope that 1 and 2 can be fixed in this coming week. I am thinking about 7.
Cheers
I feel that D5 should be at least to the standard of D4. To achieve this the following things need to be done:
1. Test the terrain modification, and link the terrain to images.
2. Finish and test the unit movement system (Laurent and I are both working on parts of that).
3. Make sure the combat system works.
4. Add a few more minor orders to the unit orders submenu (cancel orders for example).
5. Implement Mark's alternative TF manipulation system.
6. Build a model for an actual player (at present there are civilizations, but no players).
7. Provide some sort of AI (probably a port of the D4 version) for non-player civilizations.
8. Make sure that there is adequate feedback to the player on events during a move.
9. All the things I have forgotten.
This list looks significant, but if I listed all the things that have been done it would look small.
As things are got working, I will check them off this list.
I hope that 1 and 2 can be fixed in this coming week. I am thinking about 7.
Cheers
. We're using a multi-tiered AI, which passes general orders down, and they get more specific at each level (from the top level, which is basically "Attack" or "Run Away" all the way down to the bottom level, which is "Advance unit to x,y" or "Shoot at enemy unit z"). We're using neural nets to do the actual decision making at each level. I'm using a lot of fuzzy inputs to provide some sense of randomness (but then you have to add in a momentum factor to prevent oscillations, arrrrgg!).

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