Home » BIT COMPOSER GAMES » JA Online (by Cliffhanger Productions) » First Screenshots!
Re: First Screenshots![message #278336] Thu, 21 April 2011 22:58 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
amoult
Screens look fine and dandy. Sure will give it a try when it's available. How about a little beta testing program for Ja Galaxy members? Wink



we will be sure to give you a heads up when beta starts...
Re: First Screenshots![message #278513] Sun, 24 April 2011 17:13 Go to previous messageGo to next message
easterngames

 
Messages:28
Registered:April 2011
Location: Pennsylvania , USA
I would like to just say i have hoe for JAO, unlike that other "game" coming out. I was just wondering why the choice of browser based rather then client based? ive never had much luck with the stability of browsered based game regardless of system or browser brand. Nothing is more frustrating then constant browser lockups and other such crashes.
Re: First Screenshots![message #278663] Tue, 26 April 2011 13:39 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
Thanks for the confidence Smile

Browser means a higher accessibility- with a Client game, people need to download huge amounts of data and need better machines and connections. This may be a problem for a lot of users.

As we are running a webclient inside a browser, we don't expect a lot of technical issues on that end - definitely fewer than with a client.

Also, you can play the game from aynwhere at anytime (perhaps even on Tablet computers for example)
Re: First Screenshots![message #278760] Thu, 28 April 2011 01:04 Go to previous messageGo to next message
easterngames

 
Messages:28
Registered:April 2011
Location: Pennsylvania , USA
i never thought about tablets being able to play it... that would be kick ass! would also bypass alot of security measures at peoples' workplace to allow them to play when they should be being productive. lol
Re: First Screenshots![message #278854] Fri, 29 April 2011 00:14 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
we are all about lowering productivity in the workplace Wink
Re: First Screenshots![message #279553] Mon, 09 May 2011 17:28 Go to previous messageGo to next message
amoult

 
Messages:15
Registered:February 2003
http://jedineka.com/jagged-alliance-online/

What's this? Older version of the UI?
Re: First Screenshots![message #279554] Mon, 09 May 2011 18:34 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
nope, this is not even a screenshot from our game. Don't know where that came from, to be honest.
Re: First Screenshots![message #279556] Mon, 09 May 2011 18:43 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
thats from strategy firsts try at ja3 or was it someone else dont remember. the prototype in the screenshots used the silent storm engine for completly destructible environment. sad we wont be seing that in ja2bia nor ja online Sad
Re: First Screenshots![message #279758] Wed, 11 May 2011 23:38 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
we thought about destructible environment, but it is a major headache for the AI. It is on our own wishlist for post launch features, for now we will be happy to have some exploding barrels Smile
Re: First Screenshots![message #279779] Thu, 12 May 2011 09:26 Go to previous messageGo to next message
usrbid

 
Messages:1563
Registered:December 2008
primetide
... destructible environment ... major headache for the AI ...


Probably because the map data isn't stored in a way where the AI can process it easily.

- *All* map tiles / objects need a special "effort" cost attached to them
- A tile / object you can walk through has a cost of zero
- A tile / object you can destroy and then walk through has a cost of one
- A tile /object you can never walk through has a cost of 999

Now the pathing calculation of the AI needs to not only evaluate the movement cost but also include the additional "effort" cost. A cost of zero means there is nothing to do. A cost of one means that you need to spend an additional turn (yah, yah, I know its RTwP). Hopefully the cost of 999 will prevent the AI to try to cross.

A cost of one adds one turn worth of APs to the movement cost and you need to remember the additional effort was used. If the pathing determines that this is the best path, the algorithm needs to check if additional effort has been used and the AI needs to go into a sub routine to try to destroy the tile / object, however this may look like e.g. wire cutters, open door, plant bomb etc.

You probably have an issue with the current code because you handle the additional cost as more APs / time ticks instead of breaking it out into a separate calculation. Show this to your programmer, I am sure (s)he will make sense out of this.

In theory you can also handle multi round actions this way, for example if destroying an obstacle takes two additional round, such as planting a bomb (would end your turn) and then running away the next turn (so that you don't get injured from the explosion). For this you assign a cost of two to the obstacle.

I have played with this in the past, having efforts of more than two points tends to have undesirable results, such as the enemy actor is going to be dead by the time they make it through the obstacle, meaning they might be better off just taking cover and trying to get a lucky shot.


Re: First Screenshots![message #279824] Thu, 12 May 2011 23:16 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
No, we know how to do an AI Smile
The problem is it needs to run on the server and this for 1000 games at the same time. So we need to optimize our A*. And if we potentially can have each tile change status each time an actiion takes place, the A* will take a lot of calculation time based on the movement range...
Re: First Screenshots![message #279826] Thu, 12 May 2011 23:50 Go to previous messageGo to next message
usrbid

 
Messages:1563
Registered:December 2008
Well yes, this is why monsters in games like WOW move toward the aggro player in a straight line, in get all confused when they happen to bump into something on their way.


Re: First Screenshots![message #279851] Fri, 13 May 2011 12:04 Go to previous messageGo to next message
primetide

 
Messages:79
Registered:March 2011
Yip, which is why would rather have more intelligent enemies and less destructibel environment. The latter is visual fun, but exploding trees gets old after a while - wheras good enemies stay with you throughout the game.
Re: First Screenshots![message #279857] Fri, 13 May 2011 13:26 Go to previous message
usrbid

 
Messages:1563
Registered:December 2008
Well primetide, while in principle you are correct, do you forget the chicken march along the fence where your squad picks off the enemies one by one? Yah, a single explosion would blow a hole into the fence and ruin the player's plans.

JA2 had always destructable environs, the problem was more with A. fixing the fences, B. moving objects (sandbags), and C. the AI (always with the AI).

Edit: Replaced "alone" with "along".

[Updated on: Wed, 18 May 2011 09:34] by Moderator



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