I've been thinking of ways to change RPG experiences and came up with a new concept: a "hero AI." What I had in mind is that instead of manually controlling your hero, you could have setting that control your hero with multiple triggers in ways that it would simulate necessary tasks in certain situations, such as when you have 10% HP left.
Now I know that you would be thinking "Why would I want triggers to do all the work for me?", but that doesn't have to be the case. You will still have control of your hero, and there will be customizable setting that would automatically do things you might forget (such as healing after battle). The options would range from an automatic summon to total control when you're AFK.
People may get dependent on this system, so the "hero AI' could be slowly unlocked as you slowly progressed through the map, or it could cost some form of mana. Another method is to allow use of the "hero AI" only on non-boss battles or after a set period of inactivity. Finally, the "hero AI" could also be used on bosses as well, completely raising the difficulty for the players.
What are your thoughts on this? Will you use this on your maps?
I would rather do all of this for a NPC. The auto heal seems cool though.
It definitely makes sense. For example, if your character levels up in dexterity, triggers should be able to aid you to move faster or let the enemies move slower or whatever. I'm against letting triggers do ALL the work, since it'd be like watching cutscenes, but making elements more realistic is definitely good.
I already did something like this a while ago using EUDs, it isn't incredibly difficult to do except for detecting unit HP (which requires EUDs or VHP) other than that its simple
This seems like it would be cool, and it might be funny to let the Hero AI completely take over for a while, and you watch and realize it's better than you at the game
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good idea, heard a copuple of times in slightly different forms though.
but its much easier said than done.
I have a _very_ small version of this for the bosses in my map. But it's simply a spell system for all the bosses.
I'd actually love to put in a complex AI for each boss, but Moogles contest deadline is October 10th and I gotta work fast.
For certain things, sure, but I mean, you couldn't do this for everything. Automatic potions is a good thing, or you could have an automatic "run to town" system that detects where you are on the world and sends you through a series of the safest waypoints (although this wouldn't be a good idea for some places ie a dungeon or whatever) so you can go microwave a snack while your character runs to town
What are some of the other things it would do by itself?
QUOTE(Mightybass101 @ Sep 5 2006, 02:02 PM)
What are some of the other things it would do by itself?
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For one thing, the hero could autocast an area-of-effect spell when a certain number of monsters engage it in battle. It could autowander around wasteleands and battle for you while you use your level up stats. Another thing it could do is autosummon monsters so you don't forget to when they die/vanish. The AI could even organize your level up points for you based on a customizable ratio.
BTW, Tux is doing a contest using a similar concept in this topic.That contest is nothing like what you've said here
I meant his contest is using an AI concept, specifically StarCraft Melee AI with triggers.
You could do a run-to-town thing, but it would be HUGELY location intensive.
The automatic potions, cast area of effect spell and resummon monsters are kinda easy though...
QUOTE(Grand_Dracolich @ Sep 5 2006, 03:48 PM)
You could do a run-to-town thing, but it would be HUGELY location intensive.
The automatic potions, cast area of effect spell and resummon monsters are kinda easy though...
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Well, you could use an "escape location(s)" based on what section of the map you're in. For example, there could be five major pathways that would be shared in all the major quests.Using burrowed units and a couple of locations you could make the computer go almost anywhere
it's not location intensive if it follows the exact same path it came from. it'd be fairly easy. when the hero gets healed at a town inn, you'd flip a switch that would turn on the 'bread crumbs' feature to trace your path. now your hero would have a 5x5 location following it everytime there is no 'bread crumb' unit(lets say a zergling) in the 5x5 location, a zergling will be created. now, when you'd want to return to town, another location(7x7) would be centered on the hero(not centered constantly, just once). a 1x1 location would be centered on any zerglings in the 7x7 location and the hero would be ordered to this 1x1. when the hero reaches this 1x1, the 7x7 would be centered on the hero again, and the 1x1 centering/ordering to zerglings would repeat unti lthere were no more zerglnigs left.
the only problems i could see is from tightly winding paths and even then, it wouldn't be much of a problem. the hero would just slide on the walls until it could get across.
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lol, vibrator beat me, i really should learn to type faster lol