Earlier quoted context omitted.
> Most people do not find "fun" in losing. Allow me to introduce you to a developer named https://en.wikipedia.org/wiki/FromSoftware ...
And if that's not good enough, there's the one whose game basically opens with 'Losing is fun!': http://dwarffortresswiki.org/index.php/DF2014:Losing
Street Fighter II's AI Engine
71–80 of 88 posts
Re: Street Fighter II's AI Engine
#72I think that's the most rage I've ever experienced in my life....just repeatedly getting beat by Vega.
The only thing that comes close is getting hit by the blue shell in Mario Kart.
Re: Street Fighter II's AI Engine
#73Earlier quoted context omitted.
And if that's not good enough, there's the one whose game basically opens with 'Losing is fun!': http://dwarffortresswiki.org/index.php/DF2014:Losing
Kind of off topic, but the thing I like about the "Losing is fun!" mantra of DF is that "losing" is not the end of the game. It's just another point in history. So "losing" really just advances the story plot -- which is why it's fun. Conversely, "winning" means that you don't have anything left to do and it's "boring". I don't know any other game with this point of view.
Reach a point where all core problems are solved, and then create your own problems (and try to solve them).
Its just DF community that claimed it as their mantra, and their primary marketing of the game. But all sim games (d)evolve to this.
Kinda like Lucky Strike's "it's toasted!" slogan
Re: Street Fighter II's AI Engine
#74Earlier quoted context omitted.
And if that's not good enough, there's the one whose game basically opens with 'Losing is fun!': http://dwarffortresswiki.org/index.php/DF2014:Losing
Both of which were influenced in their attitude towards losing by a little game known as Nethack [1]. Although I understand Souls doesn't have permadeath, therefore it's probably only half the fun of Nethack. __________ [1] https://en.wikipedia.org/wiki/NetHack
But Original DnD is where my inspiration-knowledge stops
Re: Street Fighter II's AI Engine
#75> These days, when most people talk about AI they’re talking about machine learning. There’s not any of that in SF2. Actually, AI for games is pretty much never equivalent to AI for non-games. The end goal is different - games want to provide a non-optimal set of instructions, so that it's challenging but not impossible to win. The goals are entirely different. If you're making a game, this is probably at least a use…
Now i want though a machine learned fighting game AI. Maybe it would even be a challenge for the enthusiasts? https://youtube.com/watch?v=xSGW7CwD5GM
[1]http://webcache.googleusercontent.com/search?q=cache:VXw25h2...
Re: Street Fighter II's AI Engine
#76> These days, when most people talk about AI they’re talking about machine learning. There’s not any of that in SF2. Actually, AI for games is pretty much never equivalent to AI for non-games. The end goal is different - games want to provide a non-optimal set of instructions, so that it's challenging but not impossible to win. The goals are entirely different. If you're making a game, this is probably at least a use…
Completely agree. Games are typically only "fun" when you feel challenged. Most people do not find "fun" in losing.
Re: Street Fighter II's AI Engine
#77Earlier quoted context omitted.
Both of which were influenced in their attitude towards losing by a little game known as Nethack [1]. Although I understand Souls doesn't have permadeath, therefore it's probably only half the fun of Nethack. __________ [1] https://en.wikipedia.org/wiki/NetHack
Which in turn took from rogue. Which in turn came from DnD first edition / advanced edition, when DnD was more about navigating dungeon traps than fighting monsters (and not at all similar to modern DnD, which resembles Besthesda RPGs much more than roguelikes) But Original DnD is where my inspiration-knowledge stops
Re: Street Fighter II's AI Engine
#78Re: Street Fighter II's AI Engine
#79Earlier quoted context omitted.
And if that's not good enough, there's the one whose game basically opens with 'Losing is fun!': http://dwarffortresswiki.org/index.php/DF2014:Losing
Both of which were influenced in their attitude towards losing by a little game known as Nethack [1]. Although I understand Souls doesn't have permadeath, therefore it's probably only half the fun of Nethack. __________ [1] https://en.wikipedia.org/wiki/NetHack
Re: Street Fighter II's AI Engine
#80I'm going to find Vega's script and replace it with NOOPs. I hated playing Vega. He would climb that wall like a spider and then jump with a shrill yell and then body-slam me. I think that's the most rage I've ever experienced in my life....just repeatedly getting beat by Vega. The only thing that comes close is getting hit by the blue shell in Mario Kart.
Thanks for the info, I'm currently building my SF2 game and was wondering how they made their AI, then much thanks for the sharing.