You might be able to leverage some of the Q3MME stuff for setting
pre-determined camera paths and whatever.  I'm not sure if it's a great
fit but you might get something useful out of it.

http://q3mme.proboards.com/index.cgi


>> Doesn't Blizzard have a habit of C&D-ing everything that looks
>> remotely like competition?
>
> They do, but this is going to be a simulator for raids.  You won't be
> able to "play" it. If I pursue it, I would make it so you could:
>
> - 100% AI driven fights -- you don't play it you just watch and see if
> you can defeat the raid or not with pre-calculated strategy you
> design.
>
> - mock raid environments created as raid zones
> - mock raid encounters mapped out and defined
>
> - raid strategy builder
> - simulate raid strategy : you watch your raid as they progress
> according to your plan
> - speed up or slow down the fight
> - tune each player and boss during each iteration
> - event programming on the fly:add a boss spell and make it cast every
> cooldown during the phase. (or random)
>
> - build a raid with real players from Armory, or stored/created
> players from whichever classes you want
> - assign players to groups
> - assign players to tasks
> - assign groups to tasks
> - have zones where players should stand
> - zones players should avoid
> - tanking assignments
> - healing assignments
> - determine if players should clump together and stack or if they
> should be spread out during any given phase
> - kite paths
> - avoidance paths
> - necessary movement
>
> - allow changes to be made to waypoints and strategies and saved as a new
> strat
> - edit bosses
> - edit adds
> - trigger when things happen
>
> - accumulate data that includes probable DPS/TPS and HPS
> - raid DPS
> - raid healing
> - raid tanking
>
> - simulates the raid buffs/debuffs, cooldowns
>
> ... etc
>
> But here is the problem. In a 25 man raid, there could be over 1000
> buffs and debuffs going off at once, over every player. An average of
> over 20 buffs and between 1-50 debuffs could be affecting each player.
> This all gets accounted for every global cooldown.
>
> Every global cooldown there are spells and abilities that can be
> triggered by each player, depending on their class and there are many
> to choose from so there would need to be a kind of best priority list
> weighted for situations.
>
> Sounds complicated, but this might be easier to accomplish than
> expected. SIMC has already mapped out how the spells and abilities of
> WoW players are affected by each class, and that's open source so a
> coder would be able to see how that part works. There is a lot of
> theorycraft available for the healing and tanking of fights.
>
> The math part is all available in numerous places. But it changes
> quite regularly so it would be necessary to have it easily alterable.
>
> Overall this would be a massive undertaking but it would be fun as
> hell to put together... even if it was D&C'd. The last D&C by Blizzard
> was because of the name "World of Starcraft" which is an owned
> trademark by Blizzard for obvious reasons. I don't think they would
> crush the guy's mod... I mean he did make it with their tools.
>
> The audience for this type of mod would be raiders... people who raid
> in World of Warcraft. They would use it to raid more effectively. This
> would accompany their toolset.
>
> We could also create an World of Warcraft Arena simulator where
> different comps face off against one another.
>
> This would ideally have a god-perspective like you look down at the
> game and see what's going on as all the little insect-sized people do
> their thing.
>
> I think it would be fun to make it but I'm uncertain if this is the
> right engine or not for it... or if I'll get the kind of necessary
> people involved to help make it happen.
>
> I can code and script but there are better programmers than me. I can
> level design 100%. I can do all the audio for it, and textures. Would
> need a modeler or these would be default ioquake models. :)
>
> What do you guys think? :D
>
> Scott
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