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Author Topic: Party House Experiment > Development on Pause  (Read 18579 times)

Hippoman

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Re: Party House Experiment
« Reply #30 on: May 06, 2010, 07:11:38 am »

I think what he means is "Watching" - that is, posting so that when new posts are added, anytime in the future (after finals week perhaps), it'll show up in his "New Replies" link.
I confirm your suspicions.
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Outcast Orange

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Re: Party House Experiment
« Reply #31 on: May 06, 2010, 08:19:24 am »

I've got a final to do in an hour, and some other random stuffs,
 but most of today and every day up until the Monday AFTER next week is free time.
I have a bad track record of not doing anything when I have lots of free time,
 so I'll be trying to fight that.

The decision between doing something constructive
 and binge-watching internet content and anime
 is exactly as difficult a decision as it seems to be.

Also my mouse is malfunctioning. : (
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Party House Experiment
« Reply #32 on: May 07, 2010, 10:20:04 am »

I'll be working on player movement, exploration, and path finding now.
I think I'll move back to Cloud Scream after that.
Maybe I'll work on this every now and then.

If I do keep this as a work in progress,
 I have decided to leave out any serious social stuff
 beyond conversations and sharing of useful information,
 because I don't really want to go in that direction.

I would really like to give some of these characters motives,
 maybe give some of them concealed items of importance,
 and perhaps some locks and keys sprinkled throughout.
Sort of like a mystery sim or something.

Oh yeah, and the mouse works fine.
I just banged it on the desk really hard to fix it.

EDIT:

I realized that the way I was doing these memory checks
 was really bad on processing and unnecessary,
 so I just rewrote most of the program.

It still works as intended, and there are tons less code.

EDIT:

Ugh... note to self:

If you want to make time last longer, and seem more abundant,
 don't spend it having a conversation.
« Last Edit: May 07, 2010, 01:00:25 pm by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Willfor

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Re: Party House Experiment
« Reply #33 on: May 08, 2010, 09:47:20 pm »

I've kind of been waiting forever for someone to post this. Because it's sort of mandatory for it to be posted in here somewhere. And yet no one has.

It had to be done.

Also, this thing is pretty cool. I've enjoyed following it so far.
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Outcast Orange

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Re: Party House Experiment
« Reply #34 on: May 09, 2010, 01:34:16 am »

I've kind of been waiting forever for someone to post this. Because it's sort of mandatory for it to be posted in here somewhere. And yet no one has.

It had to be done.

Also, this thing is pretty cool. I've enjoyed following it so far.

XD

Okay, so that is pretty funny.
My sister is moving back in, so I will probably be distracted again tomorrow.

I will get some sort of path finding system in though.
That is something I look forward to doing.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

JoshuaFH

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Re: Party House Experiment
« Reply #35 on: May 09, 2010, 01:19:39 pm »

So wait, what is this? I keep picturing some sort of Darwinbots type game; where AI controlled people fight until there's a set number of survivors, and then the AI (with some mutations) is passed to the next 'generation' of people that repeat the process.

Or is this a party game you're meant to play with friends?
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Outcast Orange

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Re: Party House Experiment
« Reply #36 on: May 09, 2010, 08:52:21 pm »

It's an experiment in social AI behaviors.

I will translate the things I learn from this practice application
 directly into the tribal relations in Cloud Scream.

Also, it's fun to program.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Party House Experiment
« Reply #37 on: May 10, 2010, 10:47:54 am »

I've added a ton of rooms to the house,
 since each room added only requires a line of code,
 and an additional line to connect it with each room.

The people currently have an infinite desire to explore,
 and will keep entering adjacent unexplored rooms until they find a dead end.
Now I have to give them a path finding system so they may return to unexplored routes.

Anyone want to design a layout for a mansion/large house?
I intend for it to be simple to add in rooms and objects,
 so it would be possible to create a house from any known work.

A couple of fun houses to recreate would be the Resident Evil mansion,
 and the one from Trilby's: Five Days A Stranger.

I WILL learn how to do RAWS, and I WILL do RAWS for this AND Cloud Scream.


EDIT:

The path finding is finished and works.
There is one issue though:
Every person always explores the rooms in the same order.
I'm going to add a system where they gather all the unexplored paths into mind, then pick one randomly.
That ought to work pretty well.


EDIT:

The random exploration works really well.

I'm assigning a "significance" value to every room,
 and if they have nowhere to explore, and are alone,
 they will pick a room to return to based on significance.


EDIT:

That last system is worked in.
They now wander around aimlessly if bored.

Unintended: A strong aggressive character will systematically be able to disable everyone.

I'm going to flesh out the house more fully,
 and get the characters moving into rooms.
« Last Edit: May 10, 2010, 06:06:30 pm by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

James.Denholm

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Re: Party House Experiment
« Reply #38 on: May 10, 2010, 06:50:49 pm »

I'm curious to know - What is this being written in? And what is the output looking like currently - Have you got some sort of Cloud Scream-like 3D going, or is it at this stage does it only really chuck a line of text at you when an event occurs?

I'm not suggesting that the latter is bad or anything, or that fancy outputtery is needed at this stage - After all, you've said that this is more to experiment to do with AI - It's more that I'm just curious, as a beginner programmer myself.
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Org

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Re: Party House Experiment
« Reply #39 on: May 10, 2010, 06:57:27 pm »

I can have a layout for a mansion for you.
A few questions:
 how many floors?
 how many rooms?
 should there be rooms with furniture or things like kitchens, or just rooms?
 
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Outcast Orange

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Re: Party House Experiment
« Reply #40 on: May 10, 2010, 10:46:00 pm »

I've put one in already, but I need a good second floor.
There needs to be at least eight bedrooms,
 a loft in the center (where the stairs will connect), and some closets.

Here comes a scrawling of my first floor:
Spoiler (click to show/hide)

The red things are planned features. (Two closets, stairs, and a door.)

The output is all text right now, but I've spent the last twenty minutes packing in OpenGL,
 so I can put in nice text and full screen. I'll probably package it as two versions,
 at least until I figure out how to do RAWS.

The code is open and free to be viewed (maybe soon), but it is EXTREMELY confusing,
 and I needed to sort of train myself how to use the functions I made.

Here is a screenshot of the game in action:
Spoiler (click to show/hide)

As you can see it is very simplistic, but as I said, this is really just a side project,
 and will lack all forms of polish.

That second to last line is a good example of a bug.
How do you first notice a person when you have already begun a conversation with them?
I have no idea how that got through, but I'll debug it in the morning.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Hippoman

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Re: Party House Experiment
« Reply #41 on: May 11, 2010, 07:10:56 am »

Looks amazing. To someone who has no idea what the rest of your posts have said for the past month or so, I think its coming out great. All of these AI functions could function in the background while the player is doing things.
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alfie275

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Re: Party House Experiment
« Reply #42 on: May 11, 2010, 04:27:36 pm »

Can there be secret links between rooms? Perhaps that people in certain groups start out with the knowledge of and might tell close friends.
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Outcast Orange

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Re: Party House Experiment
« Reply #43 on: May 11, 2010, 09:24:16 pm »

That is the sort of thing that would work really well with this project.
I intend to add in features exactly as you describe them.

I'm adding the ability for characters to claim rooms as their own,
 and then I will try to get some sort of key system worked in.
It will be random too, so the viewer will also be unsure of exactly what is happening.


EDIT:  The room claiming is finished, but hasn't been tested yet.

I've put the OpenGL stuff on hold, since it is very hard to do what I want with it,
 and will make some function calls way too long to be useful.

There are a ton of bugs regarding path finding, and debugging those is top priority.
Anything else I add to this game will depend on the characters being able to find their way around.


EDIT: I've fixed the path finding. Apparently my path finding method can NOT find rooms adjacent to the current room,
 but that is fine, since it works on the assumption that the adjacent rooms have already been checked.

I will begin testing the room claiming shortly.
« Last Edit: May 13, 2010, 03:06:18 pm by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Party House Experiment
« Reply #44 on: May 13, 2010, 09:59:04 pm »

I've added sleeping in, and now characters will head to their rooms when they get tired.

The interval of awake/sleep is determined by strength to some degree,
 so weak people will rest more often.

Regardless of whether you go to bed or are knocked out cold,
 you will sleep one turn for every action since you last awoke.

Characters start with a random amount of activities already accumulated,
 so some people will be tired right away,
 and some will be able to explore the whole house before getting tired.

I need to think up a more tidy way of doing priorities,
 since right now the code is getting pretty knotted.
Then I can more easily handle special cases,
 like how a person should make exploration a top priority
 when they are tired and don't know where a bed is yet.

I am going to add a function where a person will pass out
 if their activities reach double their "max activities" cap.

Once rooms are being slept in and all these odd cases are hammered into a better system,
 I will put in some locks and keys, give the characters a concept of "safe",
 and in some cases they can flee battles for their rooms.

Also, path finding issues continue to crop up, and I continue fixing them.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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