[QUOTE="stika"][QUOTE="_Zac_"]I think a SRPG (or RPG with turn-based and grid) would be the hardest to program, espiacally AI. (from my expirience). Even a simple "move towards the player" function would take many lines of code to make._Zac_
are you serious? have you ever heard of an RTS?
Yes, Im serious.
An RTS "move toward point" function would also be difficult to make with all those objects to go around, but I never tried making one so I can't say from expirience.
An SRPG "move towards point" function would be the same thing, but you have to keep to the rules of the grid also.
Actually, the grid makes it a lot easier. The grid is a simple graph. If an enemy wants to approach a player a simple path-finding algorithm can be used to decide where he has to move to. All very basic stuff.
In a RTS no standard graph is available. During the game a graph has to be created and updated based on the positions of all the buildings in the game. To be able to do this nodes, edges and weights have to be calculated. This graph does not only change during gameplay but is also much more complex then other graphs.
If you're talking about AI, good AI in a (somewhat realistic) driving game is probably the hardest to create. The AI not only has to drive laps (using racing lines) but also has to be able to recover when it is pushed off of its racing line, react to other cars (both player and npc's) while also taking the physics into mind (otherwise it would probably spin off each time when it leaves its normal racing line).
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