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I started working on a 2D RTS a while back, with a couple of twists - one of them was an API and encouraging players to write bots to support their play. I'd love to see this game have something similar, as it opens all kinds of possibilities.



A unit API sounds very cool but I’d imagine the barrier to entry is a little high. I'd like to see simple stackable behaviour macros. An example would be...

[if] the available resources drops below [defined threshold], unit explores map for more resources [unless] base or units currently under attack

or group behaviours for specific unit types...

[if] under attack, move to nearest defensive unit [and] shield unit from attack [until] hit points [<] 35%

You could make an interface similar to Automator on OS X so that behaviours can be linked and prioritised.


Sort of reminds me of Ff12's gambit system. As simple as it was, you could model some pretty comprehensive behaviour with it. I could definitely see expanding it and building an entire game around it.


That would be awesome. In a game with such a big scope it would be nice if you didn't have to micromanage every unit.


http://globulation2.org/ is an interesting RTS that tries to reduce micromanagement. It doesn't use a macro system, but a guidable AI.




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