And I'm pretty sure it would be really annoying in the middle of the night when you are walking around your courtyard in the castle and an army of skeletons shoots arrows over the wall.
nNa: I'm pretty sure it would be really annoying in the middle of the night when you are walking around your courtyard in the castle and an army of skeletons shoots arrows over the wall.
Please no. I already have enough trouble with them...
Idea: Creepers calculate wall depth and plan where to explode for maximum damage.
You are walking around your courtyard and all the sudden creepers burst in like insurgents.
I like this idea. I'm walking around in my courtyard, and all of a sudden, *TWANG* - *OOF!* - *Swish* *Slash* *Scraaa!* (...) *TWANG* *OOF!* "OUR ARROWS WILL BLOT OUT THE SUN!!" *TWANG-TWANG-TWANG-TWANG-TWANG-TWANG-TWANG-* *(x.x)*
This would make the game even so much more terrifying :biggrin.gif:
Um, that would be kinda hard to implement, not to mention the FPS drop, because of the physics calculations.
Tell me... could you shoot over the wall, if you had no idea that an enemy is behind the wall?
And I'm pretty sure it would be really annoying in the middle of the night when you are walking around your courtyard in the castle and an army of skeletons shoots arrows over the wall.
I don't think it would be that hard on the CPU, just have the skeletons know how much to back up and shoot at a angle following calculations done before hand by the programmer.
It's a matter of doing a rather quick parabolic computation and a raytrace (I believe that's the term, I'm not remarkably familiar with 3d) whenever the skeleton wants to fire an arrow. If it doesn't have a straight line to the player, it checks to see if you're within a distance that it can fire upwards at an angle and hit your relative position. Then it ensures it won't hit a wall on the way, and if all's clear, the arrow gets fired.
Um, that would be kinda hard to implement, not to mention the FPS drop, because of the physics calculations.
Tell me... could you shoot over the wall, if you had no idea that an enemy is behind the wall?
And I'm pretty sure it would be really annoying in the middle of the night when you are walking around your courtyard in the castle and an army of skeletons shoots arrows over the wall.
Figuring out a clean trajectory and power is trivial, computationally, by which I mean it could try out tens of thousands of different trajectories before you even notice. Wait, this is Java. Maybe thousands, then.
You could also make it predict where you are going to be and lead you, or figure out the best firing location, no problem. The real question is why would anyone want to make skeletons even more a pain in the ass than they already are?
Um, that would be kinda hard to implement, not to mention the FPS drop, because of the physics calculations.
Tell me... could you shoot over the wall, if you had no idea that an enemy is behind the wall?
And I'm pretty sure it would be really annoying in the middle of the night when you are walking around your courtyard in the castle and an army of skeletons shoots arrows over the wall.
Figuring out a clean trajectory and power is trivial, computationally, by which I mean it could try out tens of thousands of different trajectories before you even notice. Wait, this is Java. Maybe thousands, then.
You could also make it predict where you are going to be and lead you, or figure out the best firing location, no problem. The real question is why would anyone want to make skeletons even more a pain in the ass than they already are?
It's absolutely and completely undoable to make it fire where you will be (Even with a completely linear shot), but it's not so difficult to determine the necessary angle to get a parabola that ends near the player, since it's only working on two axes. (Y up/down axis and the axis that is represented by a line between the enemy and player)
Maybe I'll get a nice equation going for you all later.
It's absolutely and completely undoable to make it fire where you will be (Even with a completely linear shot), but it's not so difficult to determine the necessary angle to get a parabola that ends near the player, since it's only working on two axes. (Y up/down axis and the axis that is represented by a line between the enemy and player)
Maybe I'll get a nice equation going for you all later.
Actually, I remember playing an old x-box game where the archers charted the player character's current vector in such a way that they always shot at exactly where you would be when the arrow reached you, provided you didn't stop moving or change direction a split-second after they fired the shot. I figured out the equations for it (basic 3d projectile motion calculations, really) but then subsequently discarded them when I realized that I would never put it into a game myself, because it was the -The- most painful archer mechanic I had ever found in a game. Mechanics like this are akin to torturing your players, and are generally viewed as bad game design decisions.
I assume that archer game was 2-dimensional, and the targeting actually worked?
Here's a diagram I made to show how you calculate this in two dimensions. Add in a parabolic curve from applying gravity to the arrow and a third dimension (Z), and I honestly wouldn't even know where to start.
No, it was a 3d combat game. Trust me, archers that lead their targets perfectly in 3d are freaking painful, and not something I'd want to see in Minecraft.
If I'm remembering it correctly, it was from the "Aragorn" sections of the Fellowship of the Rings games, before EA picked up the license to make the 2nd and 3rd ones and completely redesigned them as pure combat games instead of adventure games.
In my opinion, one way that survival could be made more challenging is if skeletons could detect walls, and know how to shoot over them.
FOR EXAMPLE:
[] [] [] [>>-i>] [] [] []
[] [] [>>-i>]
[] [>>-i>] []
The arrows are the arrow's path, to clarify.
**** yes that made me laugh
Sig'd
www.filepak.com
nNa: I'm pretty sure it would be really annoying in the middle of the night when you are walking around your courtyard in the castle and an army of skeletons shoots arrows over the wall.
Idea: Creepers calculate wall depth and plan where to explode for maximum damage.
You are walking around your courtyard and all the sudden creepers burst in like insurgents.
This would make the game even so much more terrifying :biggrin.gif:
Our arrows will blot out the sun!
♣♦♠♥
Former King of Alesgan
I don't think it would be that hard on the CPU, just have the skeletons know how much to back up and shoot at a angle following calculations done before hand by the programmer.
Figuring out a clean trajectory and power is trivial, computationally, by which I mean it could try out tens of thousands of different trajectories before you even notice. Wait, this is Java. Maybe thousands, then.
You could also make it predict where you are going to be and lead you, or figure out the best firing location, no problem. The real question is why would anyone want to make skeletons even more a pain in the ass than they already are?
It's absolutely and completely undoable to make it fire where you will be (Even with a completely linear shot), but it's not so difficult to determine the necessary angle to get a parabola that ends near the player, since it's only working on two axes. (Y up/down axis and the axis that is represented by a line between the enemy and player)
Maybe I'll get a nice equation going for you all later.
Well, if nothing more elegant works, there's always Monte Carlo. :smile.gif:
Actually, I remember playing an old x-box game where the archers charted the player character's current vector in such a way that they always shot at exactly where you would be when the arrow reached you, provided you didn't stop moving or change direction a split-second after they fired the shot. I figured out the equations for it (basic 3d projectile motion calculations, really) but then subsequently discarded them when I realized that I would never put it into a game myself, because it was the -The- most painful archer mechanic I had ever found in a game. Mechanics like this are akin to torturing your players, and are generally viewed as bad game design decisions.
Here's a diagram I made to show how you calculate this in two dimensions. Add in a parabolic curve from applying gravity to the arrow and a third dimension (Z), and I honestly wouldn't even know where to start.
Diagram
If I'm remembering it correctly, it was from the "Aragorn" sections of the Fellowship of the Rings games, before EA picked up the license to make the 2nd and 3rd ones and completely redesigned them as pure combat games instead of adventure games.
Answer: "RAEG"
Seriously, do not want.