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InsideQC Forums • View topic - OpenKatana AI

OpenKatana AI

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OpenKatana AI

Postby hogsy » Thu Sep 27, 2012 12:54 am

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Re: OpenKatana AI

Postby frag.machine » Thu Sep 27, 2012 3:05 am

Nice... A properly made Daikatana would be cool. Do you guys have a project page and/or screenshots ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: OpenKatana AI

Postby hogsy » Thu Sep 27, 2012 12:46 pm

Yes we have a pretty poor IndieDB page set up but there isn't much on there to see...


There's also a QuakeOne thread about the project here...


And a Quake.de thread here...
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Re: OpenKatana AI

Postby gnounc » Fri Sep 28, 2012 4:50 am

Nice to see the thread make its way over here!
As an aside though, please throw in a few more linebreaks : )
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Re: OpenKatana AI

Postby hogsy » Sat Sep 29, 2012 8:38 pm

Hehe I'll try. Love writing out huge blocks of text though ;)
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Re: OpenKatana AI

Postby leileilol » Sun Sep 30, 2012 2:07 am

A Daikatana that's properly programmed and with proper waypointing for the buddy AI would be a decent work.
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Re: OpenKatana AI

Postby raynorpat » Mon Oct 01, 2012 11:57 pm

Hi hogsy,

Stuff looks good, I will surely be keeping on eye on your project.
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Re: OpenKatana AI

Postby hogsy » Tue Dec 11, 2012 10:09 am

It's been a while since I updated this, I stated various times that I'd update it soon but never really got round to it so I guess I'll make up for that now as best I can. Since I first made this thread a lot has changed but overall the concept has stayed the same so I'll mainly be talking about that.

Waypoints
Something that's getting a lot of attention and thought mainly relates to how monsters will navigate their environment, and while the system isn't completely finished yet it's so far being planned out to be totally dynamic. When a level is loaded, basic waypoints are automatically placed around the level at specific points such as the players spawn, each monster spawn and weapon positions, and these are pretty much "reference" points which are each given their own special flags which monsters can look out for such as WAYPOINT_ITEM, WAYPOINT_SPAWN and much more. When monsters start moving around however they will start placing out their own waypoints which will refine and reposition themselves overtime depending on the current state of affairs within the world which means that an environment can be pretty dynamic without effectively breaking the AI navigation within the level.
Currently the navigation code isn't entirely optimal but now that we're back on track I hope to work on it a bit more...

Items
The item system in OpenKatana has been somewhat overhauled over Quake's so that weapons can easily be assigned and handled by both monsters and players. This is mostly done with bots in-mind but may also be useful to monsters within the world as it means different weapon types can easily be modified and refined without having to specifically touch the monster itself, this could potentially make balancing the game more easy on our end and on top of that it also means weapons which are used by both monsters and players do not have to be written out again and again just so the code is specific towards every monster. This isn't anything I've experimented around with too much but again it's something we might look into doing.

Anyway that's all I can think of for now, be sure to keep an eye on our blog however as we sometimes post about progress over there...
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Re: OpenKatana AI

Postby hogsy » Sat Feb 16, 2013 2:11 am

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