I am a student, and for my diploma thesis i am developing a racing game.The problem is that, making just the game is not enough.I have to do something special in my game ,for example applying AI algorithms.
So , i would like to hear your suggestions
Please advise me , because the only help i can get is from this forum.
How about a dynamically changing course (perhaps the player can do things to alter it) that the AI has to adapt to, perhaps will multiple possible routes.
Or a gang/team based race where AI players might take action to help their team mates, like blocking off or deliberately crashing.
Roughly how complex does the AI problem have to be?
It does not have to be an AI problem i just gave an example ;-).Anything challenging enough for a computer engineer is accepted(of cource my teacher will make the final descision)
How about:
-Car Customization
-Track Editor with pre-set scenery levels so players only have to design the actual track
-Cool Physics with realtime damage and big explosions and sliding on ice and mud
-Matrix Mode, where things slow when you press (X) and you can react easier to the situation
-James bond In-car Missles that are limited and cause instant enemy explosion on direct hit, or can push them if close enough
OR…A dynamically changing track that changes in a way to try and stop you from finishing. Like throwing obstacles in your path, moving the track around, ect.
Another little suggestion is to create some sort of anti gravity / suck onto walls driving like the Air Hogs Zero Gravity Car: http://www.youtube.com/watch?v=UPw4qYG7Tsw The suction could for instance only be available as a temporary boost to get past obstacles. Stunt Car Racer meets TrackMania Nations and Air Hogs Zero Gravity Car.
What about mesh deformation algorithms?
Is it possible to apply them in Unity?
Can anyboby tell me more about damage models ,about their concept and where to look for more information?
I think that if i take two algorithms of any kind(for example two deformation algo’s or pathfinding ) and compare them i will be ok
It is just very difficult to search these things because game dev. books only provide basic knowledge
The first two AI Game Programming Wisdom books have several articles on racing AI. Does the advanced technique you need have to take place during gameplay? There’s an interesting article in AIGPW2 about using an offline AI/OR technique to generate an ideal racing line automatically during development.
No it does not have to take place during game play:-)
I could also do somethimg like this : Take two algorithms implement them in my game ,compare them and finally show the results.
I will search these books , thanks a lot andeeee( once again )