   My game: the dev saga continues
  I've just begun implementation of the final AI system i will use for my game.  There will be a number of differentiated "moods" of AI, each which will react slightly differently.  The actual differences have more to do with sensitivity/timing than anything, and as a result there will be little real complexity to the AI.  The AI system will basically be a set of a bunch of algorithms that will handle how/when the Enemy ships move and when they attack.If anyone is interested in helping feel free to PM me or email me at hic@bestweb.net  also, the current developmental verison of the game is available for download through the products page of my website medevilenemy.f2o.org any and all appropriate comments are welcome.   
  Moving to Your Announcements.   ;  Why move it? This is a programming topic... that is, the coding of an AI   ;  Because you are not asking a question, you are merely stating that you are working on something and that you would appreciate some help. That is an announcement [smile]   ;  yes, perhaps, but that the very fact that i am speaking about a specifically programming related topic places it within the realm of programming.  If it was just a general "hey, look at what i've done" kind of thing then it would certainly be an announcement.Either way, let us move past the issue of placement and get back on topic... please?   ;  UPDATE: first step, to implement a file reader and parser to determine what AI type each ship will use.  That is the easy part.  After that I will have to code up the actual AI functions.   ;  ANOTHER UPDATE: Okay, the file reader is complete... as stated, that was the easy part.  Now I have to figure out how to implement the AIs themselves.  As usual, if anyone would like to help feel free to contact me through whatever means you choose.  I will provide all pertinant info (including source code) to whoever chooses to help.  Also, anyone who helps will be entitled to an entry in the game's credits.   ;  YET ANOTHER UPDATE: I have implemented AI types 0 through 3 which i call "none", "old style", "stationary", and "reactive stationary".  The Old style AI is the basic AI that I created long ago when I decided it was time to make the enemy ships do something, A ship using Stationary AI doesnt move but shoots at the player, A ship using Reactive Stationary AI moves only when fired upon and but will attack the player at will.These are the simplest forms of the AI.  The other types I call "Mobile" which will be a slightly upgraded form of the old style AI, "Reactive Mobile" which will  move like mobile will but also tries to dodge any torpedoes the player fires at it, and "Attractive Mobile" which attempts to line itself up with the player so it can more accurately attack -- this will be the most dangerous.   ;  You should really just buy GDNET+ and make a blog to post in...   ;  lol, good point.  But this works well enough for me...FINAL UPDATE FOR TODAY (MAY 25, 2006):    The updated version of my game (version 0.49D) has been uploaded to my site qand is downloadable through the products page (medevilenemy.f2o.org).  Feedback is very welcome.   