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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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