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MeteorRain
#113979695Thursday, September 26, 2013 2:05 AM GMT

Hello Robloxians, I havnt suggested much in the last year or so and recently while making a game I have come to find a few things are quite difficult to achieve (even with heavy scripting) that can be solved very fast using methods other game engines use. 1st suggestion: NavMesh or Navigation Mesh. For those who dont know what it is, it is basically a series of invisible points on the map that allow bots or AI to walk without running into things. ***Example*** We all know how "zombies" in games act, we have played many of them and can easily dodge them by making an obstacle between you and the zombie. it doesnt know any better to walk around. This is where NavMesh can help make more realistic games (only if you want to add the navmesh, optional). >>The navmesh would be enabled in edit mode, so when you play, it will find walkable areas and allow the zombie to walk AROUND the obstacle, essentially making them more intelligent. They would be able to walk ramps and climb ladders. << ==note== this doesnt mean zombies have to climb anything it could be something else, or make only specific units with the navmesh property. 2nd suggestion: AI The AI (artificial intelligence) in this game lacks, simply put, its because it doesnt exist. Its all coded by people who makes games and re-released in in the catalog. I believe there should be some form of AI that perform basic functions, coded by the developers. ***Example*** The unit placed on the map can be changed around in edit mode, where you can set it to preform actions that cannot or would be difficult to code. Making them more realistic than what we can do while coding. This would not replace coding by players, rather give players more flexibility when making a game. >>This can be used for games that are made to be player vs computer. It makes it so the computer seems less brainless. Give them some actions they can preform it makes a huge difference. Adding this with the NavMesh feature could make the game infinitely better. 3rd suggestion: properties For those who have used Blender 3d in the past you might have used properties in the Logic tab when making a game. Properties can help define what certain blocks or characters can and cannot do. This cuts down scripts which might ultimately make a game run a bit faster. ==note== realistically properties can be used for anything you want but the above ^ is just an example. ***Example*** a zombie, alien and a ghost enemy are chasing you. you have walk through doors you have properties set too. you set the first door to let all but "zombie" through. so anything can go through except zombies. the next door is made to block zombies and ghosts so only the alien gets through. this way you can manually set things without having scripts. the settings are applied to the block with no coding. similar to checking a box, and setting a name to it. ]]Conclusion[[ For those who read the whole thing thank you and I would appreciate your feedback. These ideas are made for the people who like to make games, not quite for the casual player. I am unaware if any of these are already in the studio. A lot has changed since ive been on last. Thanks, Meteorrain.
DerProgrammierer
#113980283Thursday, September 26, 2013 2:11 AM GMT

"For those who have used Blender 3d in the past you might have used properties in the Logic tab when making a game. Properties can help define what certain blocks or characters can and cannot do. This cuts down scripts which might ultimately make a game run a bit faster. " We already have this. And this won't cut down on code, nor make it execute faster. "The AI (artificial intelligence) in this game lacks, simply put, its because it doesnt exist. Its all coded by people who makes games and re-released in in the catalog. I believe there should be some form of AI that perform basic functions, coded by the developers. " There are no basic functions of AI, there are only fast efficient ways, and slow but accurate ways. "NavMesh or Navigation Mesh. For those who dont know what it is, it is basically a series of invisible points on the map that allow bots or AI to walk without running into things." This cuts down on AI performance, no real game uses this. And this is technically already possible.
MeteorRain
#113981382Thursday, September 26, 2013 2:22 AM GMT

How is NavMesh possible when there is no way to set where are and where are not walkable areas? Its impossible as of right now to have an enemy follow me up a staircase, ramp and ladder without heavily coding it.
DerProgrammierer
#113982636Thursday, September 26, 2013 2:35 AM GMT

Not really. pseudo code if object.Name == "Stairs" or object.Name == "Ladder" or object.Name == "Ramp" then followPlayerUp() end Or if you want it to do different things when going up: --Where followPlayerUpX is specific to scenario. if object.Name == "Stairs" then followPlayerUpStairs() elseif object.Name == "Ladder" then followPlayerUpLadder() elseif object.Name == "Ramp" then followPlayerUpRamp() end " Its impossible as of right now to have an enemy follow me up a staircase, ramp and ladder without heavily coding it. " Not to mention the NavMesh is impossible without heavily coding that as well.
MeteorRain
#113983517Thursday, September 26, 2013 2:44 AM GMT

I understand that but like i said with the zombie and obstacle theory, you know just as well it cannot learn to walk around it. it follows even as it runs into things. what i want is so if i stand on top of a complex, the zombie will know to walk around obstacles, climb a ramp facing away from me, and climb a ladder or two to reach me. rather than walking aimlessly against a wall. and the nav mesh would in fact require a ton of coding i know that for sure but it would be built into the system so it wouldnt have to load the *script* its preloaded.
Encladeus
#113983602Thursday, September 26, 2013 2:45 AM GMT

People are too busy about the Price floor, but this is a great idea.
MeteorRain
#113983997Thursday, September 26, 2013 2:49 AM GMT

Thank you. pugzy makes good points as well, but seems like it would be a hassle. if only these were built in options.
DerProgrammierer
#113984851Thursday, September 26, 2013 2:59 AM GMT

"what i want is so if i stand on top of a complex, the zombie will know to walk around obstacles, climb a ramp facing away from me, and climb a ladder or two to reach me. rather than walking aimlessly against a wall." Learn something like the A* algorithm, which is basically what you want.
MeteorRain
#113985521Thursday, September 26, 2013 3:07 AM GMT

I do recall people using that for their nav in blender using custom dropped "points" although you must admit that would require extreme amounts of coding, and would be limited to only where blocks are used as nodes. though i admit that would be a good alternative
DerProgrammierer
#113986616Thursday, September 26, 2013 3:22 AM GMT

The nodes aren't always stationary, there are more "moving" nodes.
MeteorRain
#113987815Thursday, September 26, 2013 3:43 AM GMT

never seen that. then again, im not on the computer as much as i used to be
DerProgrammierer
#113989257Thursday, September 26, 2013 4:10 AM GMT

The idea is to calculate the goal node. Which is your target. Then check the first "Straight" path, which would likely to be the best in a flat plane, no objects in the way environment. Then basically determines if there is anything in the way, obviously if something is in the way, it calculates a new path with different nodes, the next best ones. And does this until it gets to the goal, or can't calculate a path.
MeteorRain
#113990349Thursday, September 26, 2013 4:33 AM GMT

I see. similar to Navmesh. the game i am working on is quite simple. good vs evil. to see what ill be doing, look up "hld starcraft" on u tube. its a basic idea of what it will be like.

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