Posts Tagged ‘programming’

2 Hidden Issues with Game Designing Programs

February 6, 2011 1 comment

My idea for a youtube video upload fell apart (suffice to say, I need better screen recording software, or something), so I figured I should make up for it by filling out another one of the ideas I’ve had hanging out in my drafts. Actually, RockFlor (head of graphics for Megaman Battle Network Chrono X) uploaded the new track I was planning to upload, though in a different way, so you can still see (eh…hear) what I was planning to upload. I’ll be uploading it myself soon as well. Anyway, onward with today’s post.

So you’ve just found a cool new game design program. It lets you create any type of game you want, all without any coding! It does everything for you, even coming with a ton of pre-made graphics and sounds and music so your projects will be ready to go in the snap of a finger! And, best of all, you can SELL any game you make! You’ll be a rich one-man game design factory! Right?

Unfortunately, no, at least, not that easily. You will mainly find disappointment with any game design software unless you are aware of two pitfalls beforehand and know what you’re going to do to avoid them (or at the very least, reconcile with them) before you even get started.

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Intentionally Imperfect A.I.

July 9, 2008 5 comments

NOTE: Comments are locked. I no longer answer questions about the Game Maker tutorials on this blog; I suggest you take any questions to the Game Maker Community. For more info, view the FAQ page.

Skill Level: Advanced user (7)

I’ve decided to write about something a little more advanced than I usually do.  It is now posted in the GMC Experts forum, if you would rather reply there.

Anyways, many of us who create video games can write Artificial Intelligence to instruct the computer to play a game perfectly and unbeatably. This isn’t really a good thing, though, as it essentially ruins the game experience; after all, the player has to be able to win. But if one programs it so, the computer mind can be theoretically perfect; it won’t make spur of the moment mistakes, it won’t misjudge anything, and it won’t have accidents.

Imagine a computer playing pacman. It knows where the ghosts are and (if so programmed) it can likely calculate a perfect plan of escape every time. What if, however, we want the computer to emulate a real person? Most people probably won’t know for sure which direction to go to retain victory every time; they will occasionally make mistakes leading Pacman to his ghostly doom. The human mind doesn’t always work that quickly or that accurately.

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