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TIGSource ForumsCommunityDevLogsDwarfCorp: Ruthless Capitalism RTS in a Fantasy World
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Author Topic: DwarfCorp: Ruthless Capitalism RTS in a Fantasy World  (Read 99248 times)
Sire
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« Reply #180 on: November 03, 2012, 09:35:54 AM »

I'm really looking forward to playing with the Alpha. I think this looks pretty cool, semi-close to A Game of Dwarves, but we'll see.

Loving it!
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zalzane
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« Reply #181 on: November 03, 2012, 09:36:44 AM »

Implementing maslow's is a lot easier said than done.

I've tried semi-sentient NPCs before, and probably the worst thing you can do is confine their behavior with such a structure. If you adhere to it strictly, you end up with crazy behavior like not going to work because they didnt have enough time this morning to eat breakfast.

I would highly recommend against that level of sentience in your NPCs, it's a huge programmer trap and looks a lot better on paper than it does in practice.
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BleakProspects
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« Reply #182 on: November 04, 2012, 09:41:40 AM »

A more relevant plan: The dwarf has an apple in his hand, but needs wood to build a bedroom. So he goes to a stockpile and puts his apple there, then picks up some wood and heads over to the bedroom.

Quote
SetTargetZone(Stockpile 1)
GoToTargetZone
Put Held Object in : Stockpile 1
ForgetTargets
SetTargetEntity(Wood 1)
GoToTargetEntity
PickupTargetEntity
SetTargetZone(Bedroom)
GoToTargetZone

Still trying to work out the details of how I should be formulating this. I think I have it down to the fact that everything is going to be one of three things: a zone (which is a set of voxels), an item (which is an interactive thing that exists in a zone), and an entity (which has its own set of interactions).
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zalzane
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« Reply #183 on: November 04, 2012, 01:05:26 PM »

the nearest apple stockpile is a good 2 minutes of travel away, but the bed to be constructed is in the next room over

resolving these kinds of issues is a lot more complex than they look on the surface.

It's not an impossible problem to solve, but it's a very statistically based problem that would likely require much trial and error to solve. Unfortunately sooner or later the computational overhead from pathfinding will start to bite in the ass, and the only way to get around that is either to figure out a really good way to parallelize it, or to just cope with stupid npcs.
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Eigen
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« Reply #184 on: November 04, 2012, 01:43:27 PM »

If the stockpile is far away you could give the apple to someone else who can then take it there or drop it somewhere but remember to pick up afterwards. Your actions need some sort of defining value that says whether this action is really neccesary at the moment or could it be delegated/postponed if something more important needs doing. Prioritization basically.
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BleakProspects
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« Reply #185 on: November 04, 2012, 01:51:26 PM »

Actions have costs. GOAP finds the path with the minimum cost. Putting something down where you're standing incurs less cost than putting it far away.
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BleakProspects
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« Reply #186 on: November 05, 2012, 07:11:56 PM »

Aw yeah, first actual GOAP plan getting run by a dwarf  Tears of Joy It wasn't a very complex plan either: {SetTargetVoxel, GoToVoxel, AttackVoxel}



I also forgot to mention the advancement of self-illuminating texture masks:

« Last Edit: November 05, 2012, 08:13:18 PM by BleakProspects » Logged

Pineapple
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« Reply #187 on: November 05, 2012, 09:13:34 PM »

hey bleak did I ever tell you that I love you
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Quarry
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« Reply #188 on: November 05, 2012, 09:18:00 PM »

No way
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BleakProspects
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« Reply #189 on: November 06, 2012, 05:19:59 PM »

Dwarf performing a slightly more complicated plan:

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Kurt
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« Reply #190 on: November 06, 2012, 06:26:18 PM »

HOPPING ON THE MADK LOVEPILE

I love you
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poe
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« Reply #191 on: November 06, 2012, 06:28:40 PM »

This game looks great. I love you.  Kiss
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SolarLune
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« Reply #192 on: November 06, 2012, 07:02:25 PM »

The game's looking awesome. Very nice indeed. Great AI's always fun.
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Pineapple
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« Reply #193 on: November 07, 2012, 11:03:14 AM »

HOPPING ON THE MADK LOVEPILE

I love you

This game looks great. I love you.  Kiss

FUCK OFF BITCHES BLEAK IS MINE
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Spilli
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« Reply #194 on: November 07, 2012, 11:28:51 AM »

Looks really good, looking forward to getting my hands on a build.
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BleakProspects
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« Reply #195 on: November 10, 2012, 02:24:37 PM »

This dwarf has been strip mining into the night. He is a good employee.


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zalzane
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« Reply #196 on: November 10, 2012, 03:28:38 PM »

So based on the name of the game, I assume there's going to be multiple dwarf corporations that compete against each other in the resource business?
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BleakProspects
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« Reply #197 on: November 10, 2012, 04:10:32 PM »

I think that will eventually be one of the challenges faced by the player. It might be only a challenge in the meta-game, however. I was thinking that every now and then, a "business cycle" will elapse, and your dwarf company will be compared in profits to other dwarf companies on the "global market," which will cause your stocks to go up or down. Your "profits" will be determined by how many raw materials / manufactured goods you ship back to the company. You can then use the stocks to invest in more dwarves / equipment. This is just a thought at the moment.
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BleakProspects
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« Reply #198 on: November 15, 2012, 05:17:16 PM »

Experimenting with held items/weapons (programmer art currently)

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Kurt
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« Reply #199 on: November 15, 2012, 07:33:41 PM »

THOSE DWARVES ARE SO MANLY THEY USE MIND POWERS TO HOLD TOOLS  Noir
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