Post Reply 
 
Thread Rating:
  • 3 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Why an AI for Outwitters is hard to do
07-13-2012, 02:59 PM (This post was last modified: 07-13-2012 03:31 PM by metalsquid.)
Post: #18
RE: Why an AI for Outwitters is hard to do
Games like Warcraft and Starcraft have development budgets that run into the millions of dollars and spend years in development. OML is a 2-man show. And as you can see, to implement a competent enough AI to provide a satisfactory challenge to a player takes a significant amount of development time and money.
(07-13-2012 02:41 PM)projectantares Wrote:  Total Annihilation's nigh infinite community-based expansion packs certainly didn't require millions of dollars in funding, and my oh my some of them were more advanced and ass-kicking than any human I used to play against.

They had the backing of a parent company like GT Interactive. They bought Humongous Entertainment for $76m in 1996. Cavedog Entertainment, a division of Humongous, put out TA in 1997. You sure they didn't have millions in funding? Even if accurate, hundreds of thousands of dollars is still nothing to sniff at for an indie developer.
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
RE: Why an AI for Outwitters is hard to do - metalsquid - 07-13-2012 02:59 PM

Forum Jump:


User(s) browsing this thread:
1 Guest(s)

Return to TopReturn to Content