Don't get lost in the AI-part. That is a whole science for itself, maybe later on you will find somebody to help you who really knows about that. A rudimentary implementation is probably good enough for now.
My target is best possible implementation of every feature. Not ideal, I'm not some kind of perfectionist, but feature must be good enough to look like professional work. So I spent as much time as it necessary to make solid AI. Anyway bots will be stupid, and I will have to give opposite side better mechs and equipment to chalange player. But at least I want my bots to walk without constant collisions with everything and fallings in every pit. I want them to move together, use their radars and shot at their enemy, not each other.
And I have guy to help me with, his name Alex J. Champandard. I have his book, so he teach me everything soon or not.
(By the way: Is the AI done in some kind of decently modular script language or is it hard-coded?)
It's hard coded in terms of possibility to edit it without source project files. But inside project it looks like system of three modules. Each vehicle or character type has basic "machine spirit" (yeah, like in WH40k). It contains info about vehicle abilities and specs, and do calculation based on second part. Second part is hierarchical steering algorithm. It returns movement vector based on bot needs, how to keep distance from other bot, which direction to move to reach rally point etc. And last part is bot brain, it not buried under low-level operations like speed calculations, but instead it makes decisions: where to move, which target to shoot. And this part rigth now is more placeholder than actual working module. Movement is ok, targeting need to be tested by combat, but I don't see any targeting tasks which I can't solve. But bot completly can't do anything without direct command or other motivation ("this thing going to ram me, oops, need to run away"). They remind me pigeons on roads in park.
At which point will you give more thought to accepting help?
Right now I'm planing:
- Finish AI. Finish like other parts. Make it acceptable, and continue polishing in later updates.
- Add some damage model.
- Rework internal systems and cockpit controls for something more usefull and less unintuitive (more intuitive)
- Maybe piece of internal weapons framework, 'cause now weapons is just hardcoded placeholders, and this code makes my heart suffer every time when I accidentaly see it.
- HUD-part of two previous tasks.
- Then I will add some bad but textured models for mech and cockpit.
- Call this mess pre-alpha
- Make new plan
Somewhere (when?) between 6. and 7. I will start to realize how to properly make models for my game. So it's point you searching for. But I can't promise anything. Modelers usual wants concepts, and artists ask for design decisions. And I'm not leader, more autistic guy who randomly press buttons and sometimes get working pieces of code.
I think the biggest task now is the implemention of a damage system. And multiplayer.
Damage system is not really big deal. If you not mean something like WoT of WT with armor-shell angle calculations, penetrations and hitboxes for every internal component. Anyway I'm not planing something like WoT. It may sound sexy for mech game, but I'm not sure if it fits in exsitant game-design. Mechs already have parts which can be damaged separately and have different functions. So another layer of details may be a little excessive.
Multiplayer is BIG deal. And it all I can say about right now.
Pretty interesting work. Do you have a basic idea of what you want to incorporate into your single player experience? ie story, game style (horde waves, story missions etc)
I want something like MW1/MW2:mercs. Plus I have concept of short campaings, three of four missions, when between combat situations you can't just go to mech-market to buy new toys, and have restricted by your tech-team skills ability to repair and rearm mechs. So instead of driving onward your brand new shiny custom, you will try to get as much salvage as possible and put it in your vehicles to keep it working somehow no matter how far it from your vision of perfect custom.
But I have a lot of thing to do, before it starts to be not only concept.
I did a "save target as" on the link and that seems to be working ok
Glad to hear it.