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Programming Forum and web based access to our favorite programming groups.In article <2u2io6F26trm7U1@uni-berlin.de>, try_vanevery_at_mycompanyname@yahoo.com says... > Gerry Quinn wrote: > > I see the 4X TBS genre as a highly analytical AI problem. Of course, I'm > planning to improve the genre, not just rehash it. There are certainly improvements that could be made to the standard Civ- style AI. Coordinated use of force being the obvious one. But assuming you've solved that, is it really an issue of requiring X amount of processing time? > > I'm a designer, not a statistic. I'm open to concrete discussions about 4 X > TBS map problems. If map problems are the only issue, why not make your game on a simpler map? What does a complex mapping problem add to gameplay? > In fact, I'm skeptical that we're working on similar problems. I know Eri k > and Philippa aren't. You, Gerry, seem to be working more on 'simple game > design' stuff, rather than 'complex simulationist' stuff. That's a > perfectly valid design direction, and many a time I've contemplated bailin g > for it. But my tragic flaw is I remain terribly interested in the design > problems of 4X TBS games. That's why I stick to my guns. It may not be > profitable right now, but it's what I want out of my work. It's true that I work on small games - my attitude is that if I finish a small game I am better placed to write a bigger one! And I'm good at thinking of simple ideas for little games. (That said, my current project is a bit more elaborate than usual.) But I have to point out that if you are really interested in the design problems of 4X games, the obvious step is to model a simple one as a test-bed for your ideas. Simple flat map, crude graphics, standard ADM armies, cities that produce according to a simple scriptable model. Produce that (there's not a lot of work involved) and you can test out your AI ideas in code rather than imagining them on paper. - Gerry Quinn
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