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Dive into the enchanting world of Dragonia, where players collect tokens to enhance their powers, defeat opponents with projectiles and traps, and navigate through a myriad of challenges. Choose from three unique classes: Wizard, Knight, and Ranger, each offering different combat styles. Engage in strategic decision-making with advanced AI that utilizes pathfinding and state machines. Collect genuine power-ups while avoiding fake ones and curses. Overcome a variety of obstacles, both destructible and indestructible, in this action-packed, visually stunning OpenGL game.
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AI for Simple 2D Games Game titel: Legend of Dragonia Peter Hultgren
Game Idea • Collect tokens to increase power. • Defeat the opponents with projectiles and traps. • Avoid traps and obstacles. • Three classes with different powers.
The Tokens • Power Ups • Fake Power Ups • Curse • Items • Attack tokens
Obstacle Cathegories. • Indestructible. • Destructible. • Movable.
GUI • Life/energy indicators • Armour/weapon icons • Item bar • Attacks
Classes • Wizard – Ranged Combat. • Knight – Meele Combat. • Ranger – Traps/Ranged Combat.
Game AI • Path Finding – A* • Decision Making – State Machine
Technical Details • Graphics – OpenGL. • File handling – text files.
Data to store Data format Structure <Rows><Columns> <tile11, tile12……….> <tile21, tile22……….> <etc…> <Amount of obstacles> <obstacle1 location.> <obstacle2 location.> <etc…> <Amount of start locations> <start1 location.> <start2 location.> <etc…> File handling
Things Cut due to lack of time • Sound. • Friendly Fire. • AI Optimization / Learning algorithms. • Animations.
Things that went bad. • Badly planned game engine... • Use of threads. • Started working on the AI a bit late. • The sprites took way more time to draw than expected… • Smaller memory leak.
Things that went good. • Player. • The AI can win. • Tokens spawns as intended. • Obstacles works as intended (at least for the player).