Thursday, 30 November 2017

Algorithms

Algorithms are anything from calculating player’s health and damage taken to an RNG (Random Number Generation) system, algorithms are used to implement these systems. A lot of games nowadays feature RNG, a system where the computer generates a random number which will result in some sort of output. These are commonly used for looting systems, for example when a boss is killed, a random number will be generated which will determine the loot that the player gets. As seen in (xOctoManx, 2016)’s video, he uses the inbuilt function within Unity called “random.range” to generate a number between 1 and 100. He then uses this number to determine loot from predetermined ‘drop tables’. This is just an example of where an algorithm is used. MMOs commonly feature this type of RNG for their looting systems, games such as World of Warcraft, Warframe or Runescape have built their looting systems heavily around it.
Algorithms are used widely in any game, as they will be in mine. Pathfinding, damage, health are all examples of where algorithms will be seen in my game. For example, player damage will use an algorithm to say that if the zombie is in attack range of the player then the zombie will attack, inflicting [x] amount of damage onto the player.

Heuristics

Heuristics are used both in the design process in a game, and are also built into the core functionality of a game, such as in pathfinding. (Brown, n.d.) explains how implementing heuristics is good practice in the development of a game because “experts report any instances where the software does not follow the heuristics”. Keeping the feel of a game is extremely important, whether it’s the theme or the core gameplay, it is what allows player to become immersed. It also keeps the game on the right tracks -preventing it from straying outside of what the game was originally designed to be. Another place that heuristics can be found is with pathfinding. Algorithms such as A* search use heuristics to plot a route from the start to end points.
In my game I will be considering heuristics both in the design of the game, through a game design document, and when I implement pathfinding. 

No comments:

Post a Comment

Introduction In this blog I will be expanding upon the AI techniques that I have discussed in the first blog. I will be considering thos...