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Game Design and Artificial Intelligence - Bournemouth University

Game Design and Artificial Intelligence - Bournemouth University

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<strong>Game</strong> <strong>Design</strong> <strong>and</strong> <strong>Artificial</strong> <strong>Intelligence</strong><br />

David Hopkins<br />

states leads to a less predictable game <strong>and</strong> it would be far more interesting.<br />

• Develop more orders to interact with the characters. The player should have more freedom in<br />

the gameplay <strong>and</strong> not feel too restrained.<br />

• Look into the psychology behind human emotions to allow more realistic reasoning behind<br />

changes in character states.<br />

Story <strong>and</strong> Missions ­<br />

• The first part of the game needs a little work, I hope to have a good background story for the<br />

main character <strong>and</strong> subsidiary characters.<br />

Conclusion<br />

This project has been ideal as a revision for programming, <strong>and</strong> I have learned several useful<br />

techniques for developing games through the use of object orientation. The final piece however was<br />

a disappointment, as I did not achieve what I set out to reach. The hope was that there would have<br />

been a playable game at the end of the project. Restarting the project on no more than three<br />

occasions certainly did not help the situation, although i did learn from my mistakes on the previous<br />

attempts.<br />

In the end though, I really only ended up with a combat system that had only a few small features.<br />

The combat lacks the interactive element due to a lack of controls. With more time to exp<strong>and</strong> on<br />

this project, there is a lot more that could easily be done <strong>and</strong> I am convinced that this could blossom<br />

into an innovative game.<br />

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