fox_astron
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I'm sure I'm preaching to the choir here, but as a student of S/RPG design... I have to say, Good 1P scenario design is hard and/or time consuming. You have to have a good idea of what the AI will do (necessitating it's construction... first) then you have to find ways to make it look smart. No matter how easy you think that is... around the 5th map you'll most likely be screaming uncle. At least, if you try to make maps up to int sys' standards circa '99.
If you're looking for a Campaign mode, there's always the option of a Vs. Campaign as a follow on to netplay: Best of 3, 5 or 7 maps, different objective with a cutesy simple story that you get at the start of a map. It enhances netplay a little and gives you some semblance of variety.
Also, Ustor, I agree with your stance, and don't want a UHFW:OC. However... AA artillery would help balance things out in the long run. It's logical, it was clearly missing from AW wars, and as a cheap anti-air unit it has a place in both entrenched and patchwork anti-air defense. The others I listed are pretty much fluff that can wait or be written off, but I think you need AA artillery.
Anyway. I'm sure you've already recieved offers from everyone and his uncle, but if you need help with maps, I'd like to take a crack at designing a few.
Posted on 2005-07-30 02:32:50
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basil
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I don't think AI will necessarily be as bad as everybody is making out ... it's actually quite fun to sit down and draw out flow charts of decisions to make. Once you have one of those, implementing it is pretty straightfoward provided you have pathfinding in place. Even pathfinding isn't very hard anymore with the number of scripts floating around.
Posted on 2005-07-30 20:25:38
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