Independent game developers - making Avoyd

Artificial Humanity

Doug Binks - 17 Jul 2001 - edited 30 Oct 2013


[This is an archive post about the first version of Avoyd which we now call Avoyd 1999. The full game is now free to download.]

And I'm not talking about politicians.

The main feature I'm busy working on at the moment is a single player component. This will be in the form of computer controlled opponents, or bots as the games community calls them.

Many games, and their reviews, talk of artificial intelligence (AI) in their games. However, a more accurate term might be artificial humanity. After all, do you want to play against an opponent who always beats you? For a computer, the winning game plan is probably to sit still on a piece of rock, wait for anyone to come into view and blast them with extreme accuracy. The optimal weapon can be calculated, and use of the shield limited to moments of risk using an adaptive technique. This might be the most intelligent approach, but no fun. Especially if everyone did the same thing.

To make bots more fun, they've got to be a little like people. It will take a while for the bots in Avoyd to reach that state, but continual improvement is one of the great things about the evolving game approach. Somewhere down the line, I'd like our bots to have personalities. Some who get mad, then get even. Others who follow a Zen like state, open to every opportunity. And others that loose concentration when the stress of being in first position gets to them. Not that you'll let them get there...

Don't expect wonders with the first release with bots, but do expect to have a little more fun!

Along with bots, which will make it into the new demo, we're working on more features for owners of the full version. We've already released a new material file (which describes the visual appearance of materials, and how they grow to form the world). I'll say more in a future update!

Above all, I'm really excited by what people are getting up to with the full version of Avoyd. Take a look at the general forum to get some ideas - and buy Avoyd if you already haven't!

 › 2017
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › 2016
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › 2015
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Feral Vector
 › Normal generation in the pixel shader
 › 2014
 › Python Google App Engine debugging with PyCharm CE
 › Lighting voxel octrees and procedural texturing
 › Patterns and spheres
 › Python Google App Engine debugging with PyTools
 › Interview
 › Domain masking using Google App Engine
 › Octree streaming - part 4
 › Black triangles and nervous_testpilot
 › Presskit for Google App Engine
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › 2013
 › LAN discovery with multiple adapters
 › Playing with material worlds
 › Developer Diary archive
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Implementing a static website in Google App Engine
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › 2002
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › 2001
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 ›› Artificial Humanity 
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready
 › Game Tech
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Normal generation in the pixel shader
 › Lighting voxel octrees and procedural texturing
 › Octree streaming - part 4
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › LAN discovery with multiple adapters
 › enkiTS
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › RCC++
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Web Tech
 › Python Google App Engine debugging with PyCharm CE
 › Python Google App Engine debugging with PyTools
 › Domain masking using Google App Engine
 › Presskit for Google App Engine
 › Implementing a static website in Google App Engine
 › Avoyd
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › Feral Vector
 › Patterns and spheres
 › Interview
 › Black triangles and nervous_testpilot
 › Playing with material worlds
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › Avoyd 1999
 › Developer Diary archive
 › Back in 1999
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 ›› Artificial Humanity 
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready