Realmzmaster wrote...
I am not confusing data and programming. I have programmed for more than 30 years. I was a system analyst in my every day job in case you forgot. I was programming Fortran and COBOL back in the 70's. The programming to implement the button is already there in the programming logic. You can run the tactics in both DAO and DA2 without any animation. Strip away all the animation and you can run the battles. The computer can run the battles independent of any animation and calcualte any conceivable distance on the battlefield. Computer Wargames have been doing it since their inception. Battles in DAO and DA2 are simple on a smaller scale. It can take in all the variables of your party build match them against the enemy and run the battle.
Exactly.
A battle in a cRPG like DA:O, that relies on statistics almost exclusively (some movement / placement / obstructions of the animation), is so pathetically easy for a computer to figure out. A REALLY stripped down example of this - a Blue figther and a Red fighter.
Blue fighter has an attack rate of 50%, and a dodge rating of 25%.
Red fighter has an attack rate of 75%, and a dodge rating of 10%.
Each has 10 hit points, each hit deals 1 point of damage.
They start facing each other, no movement.
Anyone with even basic programming skills could set up the code needed to run that combat repeatedly, and post turn by turn results.
Now you just stack complexity upon complexity by adding more options, like different attack options, range and movement, etc. But computers can handle this, and this kind of programming has existed for a very long time.
You take ANY game, like an RTS, and watch two armies fight without your input. The A.I. for both sides is working.
You play DA:O and take your character out of the mix - pull your MC back - and watch the battle. In fact, have some real fun and watch one of the "random encounters" on the road where soliders fight darkspawn and you join in, or Loghain's men fight the Bann's men and you join in, or in the Deep Roads where spiders fight darkspawn and you can let them kill each other, take a temporary side, or target them all.
The coding is already there in DA:O. All you have to do is pull out ONE element... the PC's manual control of a character.
This isn't some sci-fi, futurist desire to see a game coded to be able to handle this. It absolutely already exists.
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The complexity of tracking flags or doing this isn't what requires games to need hoardes of programmers. It's the physics engine, the clipping issues, making sure the fighting looks right and works with 3D models in a 3D environment, etc.
Not the caculations of stats, percentages, if-thens, etc.
Modifié par MerinTB, 24 juillet 2013 - 03:09 .





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