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[KM] (BIN) AI WIP


Hornpipe2

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Some beta testers you lot turned out to be! Nine people downloaded the binary and no feedback. I figured it's probably because you all have no friends, so I decided the AI was the next area to focus on : )

 

Try this one on for size. The AI player will now attempt to rough you up (this is super preliminary and I need to enhance it to defend itself better, judge distances better, and mix up attacks so it's not vulnerable to repetitive jumpkicks), your player may now die in four different ways, and I fixed a couple of branch-out-of-range errors.

 

Still got problems with dying players rolling the screen and I think the jumpkick is too good for its own good. The sweep is hard to hit with as well.

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I just played (with out sound) this for the first time.

 

Very impressive! I tried some moves I knew from International Karate and some worked! Cool! :thumbsup:

 

Some nice IK moves are missing though. Maybe it's just me, but defensive moves almost never worked for me. So I prefer more offensive ones. Also the salto over the enemy would be cool, as it adds a lot of dynamic to the gameplay.

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Some nice IK moves are missing though. Maybe it's just me, but defensive moves almost never worked for me. So I prefer more offensive ones. Also the salto over the enemy would be cool, as it adds a lot of dynamic to the gameplay.

 

Thanks for the feedback. I used IK for a good amount of inspiration, but I've always found the control scheme unintuitive - sometimes pushing in a direction does not attack in that direction. I realize I risk alienating old players if I stray too far though : )

 

However, something I have been missing (and it seems you too) is a way to leap forward without attacking. I'd like more ways to get the players to swap places so they must turn around. Probably what I'll do is make U+R into a forward leap (like the backwards leap) and eliminate the plain ol' jump. I'll take another look at IK and see what else I might port over, because you're right, I could probably stand to lose some of the defensive moves. I think the Block might be an interesting new mechanic once I get it working though - further testing will no doubt prove that out.

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I really like what you've done here. It's a format game tech that I've been thinking about myself ever since I made the Amiga Ball demo and of course I'd seen Andrew Davie's kung fu babies as well.

 

Very good. It would have been very impressive in the day.

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