Game Design and Artificial Intelligence - Bournemouth University

Game Design and Artificial Intelligence - Bournemouth University Game Design and Artificial Intelligence - Bournemouth University

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Game Design and Artificial Intelligence David Hopkins Mental • Wisdom: This is obviously key in many special skills and affects learning rates as well. This also key to decision making. • Composure: This is key in extreme situations, such as combat situations or when decision making. Social • Character: This describes the characters personality, ie good or evil. 50 is neutral, 0 is chaotic and 100 is angelic. • Influence: An important attribute that determines how much a character can persuade others, and is vital to a leader or captain. Special Skills On top of these basic skills, the characters also have traits and special skills. No character will have each trait, but they can learn new traits as the game progresses. If they don't posses a trait that is required during the game, a basic level will be created at level 0. All these attributes accumulate with experience and through learning. • Captaincy: A captaincy skill helps a captain gain respect from crew mates • Gunning: For the use of craft or vehicle laser cannons. • Engineering: This is important for repairing and modifying spacecrafts, vehicles and weapons. • Medicine: For doctors or medics, • Piloting: useful for being able to pilot ships • Navigating: This is important for discovering safer and faster routes through the galaxy • Shooting: this is shooting accuracy with pistols and rifles. • Electronics: For computing and rewiring circuitry. Additional Skills Traits These are mainly non academic skills and are just tend to add additional personality to the characters. For example, gambling, alcoholic, lechery, sport, politics ... etc. Hidden Attributes All the statistics listed above can be viewed within game by the player to help judge whether they are the character to hire for their ship. However there are also a list of temperamental attributes which can change dramatically based on specific events. • Opinion on the player: (between 100 to 0) This judges whether an AI character likes you or not. • Opinion on other AI character: (between 10 to ­10) This can lead to friction between the Page 8 of 22

Game Design and Artificial Intelligence David Hopkins crew. • Longterm Happiness: A happy worker is a better worker! Keep your crew happy to avoid problems. • Stamina (cumulative): This is a random counter which decreases during heavy labour events, and recuperates during rest periods based on the characters non­hidden stamina attribute. Spaceship Battles The idea is that the player would have minimal control over what happens to his ship, and it is down to the rest of his crew to carry out his commands. This then makes it imperative to choose the correct crew and treat them in the right manner. The enemy is not outside, but inside. It is the crew that must be kept happy to keep them working well. As captain, the player can order the pilot to fly to any object (ideally he could point to a position on a map). This would mainly be flying to ships or navigation points (which allow the ship to leave the territory). A list of commands for combat should also be listed. Below are a couple of game references for the visuals that this space Combat simulation should look like. Page 9 of 22

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

David Hopkins<br />

Mental<br />

• Wisdom: This is obviously key in many special skills <strong>and</strong> affects learning rates as well. This<br />

also key to decision making.<br />

• Composure: This is key in extreme situations, such as combat situations or when decision<br />

making.<br />

Social<br />

• Character: This describes the characters personality, ie good or evil. 50 is neutral, 0 is<br />

chaotic <strong>and</strong> 100 is angelic.<br />

• Influence: An important attribute that determines how much a character can persuade others,<br />

<strong>and</strong> is vital to a leader or captain.<br />

Special Skills<br />

On top of these basic skills, the characters also have traits <strong>and</strong> special skills. No character will have<br />

each trait, but they can learn new traits as the game progresses. If they don't posses a trait that is<br />

required during the game, a basic level will be created at level 0. All these attributes accumulate<br />

with experience <strong>and</strong> through learning.<br />

• Captaincy: A captaincy skill helps a captain gain respect from crew mates<br />

• Gunning: For the use of craft or vehicle laser cannons.<br />

• Engineering: This is important for repairing <strong>and</strong> modifying spacecrafts, vehicles <strong>and</strong><br />

weapons.<br />

• Medicine: For doctors or medics,<br />

• Piloting: useful for being able to pilot ships<br />

• Navigating: This is important for discovering safer <strong>and</strong> faster routes through the galaxy<br />

• Shooting: this is shooting accuracy with pistols <strong>and</strong> rifles.<br />

• Electronics: For computing <strong>and</strong> rewiring circuitry.<br />

Additional Skills Traits<br />

These are mainly non academic skills <strong>and</strong> are just tend to add additional personality to the<br />

characters. For example, gambling, alcoholic, lechery, sport, politics ... etc.<br />

Hidden Attributes<br />

All the statistics listed above can be viewed within game by the player to help judge whether they<br />

are the character to hire for their ship. However there are also a list of temperamental attributes<br />

which can change dramatically based on specific events.<br />

• Opinion on the player: (between 100 to 0) This judges whether an AI character likes you or<br />

not.<br />

• Opinion on other AI character: (between 10 to ­10) This can lead to friction between the<br />

Page 8 of 22

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