Independent

 Solo project - Programming

Today I read through the new project brief and took on the role as programmer in this project. I will will need to plan and organise your project individually as part of your professional practice and problem solving.​


Im currently writing a word document for all my research since its easier to do on word but i will transfer it all over onto here when i get the chance. 


At the moment im looking at the evolution of AI in video games and going through different decades starting with mario in the 80s.


 

Game research

For this solo game project, I will be focusing mainly on AI, I have experience working with both in the past. Below is some of the code and what AI looks like in video games. AI can be used for a lot of stuff in games design, whether getting an AI enemy to follow you around and do damage or it can be more advanced with different attack patterns and responding to the players position and what they’re currently doing. Both examples are good and give me ideas on what to do for my game. For now, though I will be showing examples of current/past games that have used AI.

Super Mario Bros – Goomba (1980s)

The Goomba, this classic gaming icon, made its debut in 1983, starring in the legendary Super Mario Bros. It's such a cool adversary, perfectly fitting into Mario's 2D platformer world. The design is simple yet genius, mirroring Mario's side-scrolling escapades with this pixelated enemy moving from left to right like an old-school dance routine. And get this: when it hits an obstacle, it smoothly changes direction, showcasing the basic but brilliant mechanics of those vintage video game face-offs. It's the kind of charming simplicity that's kept gamers hooked for decades.

DOOM – A step in AI history

When talking about doom, I will be referencing a lot about the article wrote by Tommy Thompson which I will link right here. https://www.gamedeveloper.com/blogs/the-ai-of-doom-1993#close-modal

 

Think back to the gaming revolution that was DOOM (1993). Developed by the minds at id Software and hitting the gaming world on December 10, 1993, DOOM wasn't just a game; it was a shift in the first-person shooter (FPS) genre. Beyond its mind blowing graphics and gameplay, DOOM played a pivotal role in pushing artificial intelligence to new heights within the gaming world. In this dive, let's unravel how DOOM left an incredible mark on gaming AI, taking inspiration from Game Developer's article, "The AI of DOOM (1993)."

 

Embarking on DOOM's Legacy:

 

DOOM wasn't your run-of-the-mill shooter. It was a game-changer that thrust gamers into 3D environments and immersive experiences. While its visuals and gameplay were ground-breaking, what really set DOOM apart was the seamless integration of AI.

 

Getting the information from the article:

 

Taking a closer look at Game Developer's breakdown, we get insights into the inner workings of DOOM's AI. The game's brilliance lay in its simplicity and effectiveness, a testament to the genius of the id Software team. They weren't going for unnecessary complexity; they aimed for adversaries smart enough to keep players hooked.

 

Enemy AI in DOOM:

Those demonic adversaries in DOOM weren't mere cannon fodder. According to Game Developer, DOOM's AI was a mix of predictability and randomness. Each enemy had its set paths and actions, but the injection of random elements added an unpredictable factor, making every face-off dynamic and downright exhilarating.

 





 

Navigating with Style: The Role of Navigation Meshes:

DOOM's AI navigation wasn't some enigmatic black box. It was built on what we now call navigation meshes—virtual maps dictating where enemies could roam. This approach brought a touch of spatial awareness to the enemies, making their movements and interactions feel like a dance rather than a scripted sequence.

 

Adaptive Difficulty: Keeping Players on Their Toes:

Ever felt like a game was reading your mind? DOOM did just that with its difficulty. As shwonin the article, the game dynamically adjusted the challenge level based on your skills. DOOM kept things spicy by tweaking the number and strength of enemies to match your ability.

 

Limits and Innovations:

DOOM's AI wasn't flawless; it had its issues. The nature of enemy behaviours and the hardware limitations of the early 1990s meant it couldn't match the complexity of today's games. But what DOOM did achieve was laying the groundwork, providing a roadmap for future AI developments in gaming.

 

Legacy and Influence:

DOOM's impact goes beyond its initial release, resonating through the gaming industry to this day. The lessons from DOOM continue to shape how developers approach creating intelligent adversaries in games. The game set the stage for modern gaming AI, influencing the design and development of experiences that keep us on the edge of our seats.

 

In Conclusion:

As we talk about the impact of DOOM, it's not just nostalgia; it's a recognition of a game that changed the game. DOOM wasn't just a pixelated journey, it transformed AI in games. Looking back, we see how the simplicity and effectiveness of DOOM's AI innovations paved the way for the all the advanced and intricate games we encounter in today's games. In conclusion DOOM and the advances made pathed the way for other developers and I have learned a lot by reading and referencing this article and it has helped me a lot for this project.

 

 

StateTree – Unreal Engine

 

AI StateTrees in Unreal Engine mark a revolutionary stride in game development, seamlessly intertwining artificial intelligence and user-friendly design. These StateTrees function as comprehensive frameworks, empowering developers to intricately shape the behavioral dynamics of non-player characters (NPCs) within the game world. Capitalizing on Unreal Engine's robust features, AI StateTrees enable the creation of sophisticated decision-making processes for NPCs, fostering adaptability and responsiveness to diverse in-game scenarios. The hierarchical nature of this approach streamlines AI programming complexities, providing developers with a visually intuitive and modular system. Beyond just enhancing development efficiency, the StateTrees significantly elevate the gaming experience, granting NPCs the capacity for nuanced responses and actions. Unreal Engine's commitment to innovation shines through in the form of AI StateTrees, offering developers a potent tool to mold the intelligence and autonomy of virtual entities, thereby contributing to a more immersive and dynamic gameplay environment.

 









 

 

 

 

 

 

 

 

MoSCoW - Must, should, could and wish.

This is from a brief I got from Toby, what my project must have (the basics) should have (needs to be in) could have (potential stuff which may or may not make it in) and finally wish (stuff I wish I could have in such as animations and shading).

Using this method, I can identify what I should be focusing on for the project and getting the MVP (Minimum value product) done with so if I don’t get along to the should and could my must is included so I still have something to show for my work and research. This method is incredibly helpful and I’m glad I was shown it by Toby.




Project Proposal



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