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Edited by Guardian: 6/11/2013 7:30:06 AM
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Hubble

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[spoiler] **Map Editor Mode** Hubble Hubble is an AI tool used for utilizing movement and direction in a 3-D space. Hubble can plot AI models into maps and give them direction through enhanced graphical interpretation. This interpretation modifies the AI's location in a given environment. Hubble Tools: AI Skins Select a character skin for AI mesh. These skins do not affect gameplay. Navigation Navigating in Hubble is a lot like operating a train set. You place tracks, build bridges, handle communications, manage railways, set speeds, measure distances and a whole lot more. There is not much of a difference when handling AI. Navigating the Hubble menu looks similar to what you are gazing at right now! Spawning 3-D AI Models can be loaded into a map by Hubble. Models will only work if their Locator feature is enabled. (Covenant, Promethean, Human) Boundaries Boundaries are set by the player once the AI is placed into a map. These boundaries will dictate how far AI are allowed to travel and specifically how they interact with the player. Task Route A Task Route will allow the map editor to fine tune the AI's navigation during gameplay. Task Routes are laid upon the surface of land and forge objects. They hold movement attributes vital for AI coordination and stability. Task routes will feature multi directional arrows for routes to be laid out by the editor. The editor will then be able to connect and disassemble routes used for AI direction. Locator Hubble also utilizes a locator feature that acts much like a Turret. A turret that if enabled locates the subject and tracks them based on the boundary set up by the player. Traits The AI model contains trait values set by default. At any moment during Hubble mode the player can edit AI traits to enhance or diminish game-play. (Speed, Gravity, Shields) Logic First, you would have to have constructive movement. Constructive in a sense that executes tasks given by the user to the AI. Such as, offensive and defensive gameplay. The logic needs to be focused on an iteration of characteristic loops tuned by the editor. Where the AI adapts to its surroundings. Offensive game play would require the user to implement AI trails consistent with the maps construction and layout. After applying these motions in a certain location the AI should follow them. At intersections, jumps, loops, and whirls AI should turret around to get a good perspective of the landscape and players both friendly and non friendly. Hubble will allow users to lay down a task route for the AI to take for (strategic, health, and explorative) gameplay. Next would have to be defense, defense should play like offense except it should play in the opposite manner. AI should manage all the instructions laid out by the editor that ensures survival.[/spoiler]

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