Project PLASMA FPS 2004: Thread 6

Blitz3D Forums/Blitz3D Programming/Project PLASMA FPS 2004: Thread 6

I'll modify and tidy up the BOTFPSNET code - make it more 'modular' and add in some more comments so its easier to follow and drop stuff in.

My thoughts are as follows :
Immediate and achievable goals could be - Improving Player movement and Bot AI.
The current player movemt is fine for a fun type game but perhaps not suited to a more standard FPS type movement. The Players movement and collision model would need redefining.

Although this is a multiplayer game the single player should be just as important. Good fun-to-play-against AI is important for those like me who havent got any friends to play with :)
A good objective to aim for would be to create semi-autonomous bots, that can work alone or in teams, take cover and negotiate fairly complex levels. The bots of course can evolve as time goes on.
For modelled levels I would leave out Doors,lifts and moving platforms for the present but make provision to add them later.
The format for a level could be any that Blitz3d supports natively. Lightmapped .b3d would be my preference.
It should be possible to do all level collison testing either with just blitz generated geometry or a modelled level as long as scales and collision entitytype are the same.
I'll post the revised framework as soon as its done.