MonsterMMORPG
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« Reply #1840 on: July 21, 2014, 05:03:22 AM » |
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i didn't read whole thread but why don't you make whole pathfinding pre calculated ?
i did it at my game and it works pretty well
as far as i understood you have a static game right ? i mean the map
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PhD Candidate Computer Engineer , Indie Game Developer , Developer Of Monster MMORPG , 1,800+ Monsters, 520 Game Maps, Live PvP, Market, MonsterDex and many other features , , http://www.monstermmorpg.com
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kruxus
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« Reply #1841 on: July 21, 2014, 05:20:46 AM » |
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B - [...] This is cool because it's cleaner - two different solutions instead of one gooed together, and because it means that the complex brain isn't held back by the simple one as it can do its own thing without relating to the abstract behaviors.
This makes me vote for B. "Cleaner" and "not held back" sounds good. A reptile/monkey brain-chain sounds good in theory but will the player know any difference? Don't make it harder than it has to be, says I who always chooses the stupid long and hard path..
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Fuzzy
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« Reply #1842 on: July 21, 2014, 06:29:36 AM » |
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Hmm... Now I think that you should do the in between of A and B like you were saying, JLJac.
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saluk
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« Reply #1843 on: July 21, 2014, 10:46:37 AM » |
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You're on the denofgeek indie games to watch list: http://www.denofgeek.us/games/indie-games/236726/101-new-upcoming-indie-games-were-excited-about/page/0/2I like the events idea. You can hold off on processing it except for when the next scheduled event is ready to kick off, rather than processing it every frame - perhaps with occasional light checks to make sure things are still valid. I contemplated similar for an open world rpg I worked on way back but never implemented to see if it worked as well in practice as it did in my head. Chances are I would have not gotten it to work lol.
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JLJac
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« Reply #1844 on: July 21, 2014, 01:44:30 PM » |
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Do you feel like sharing any of the ideas you had buzzing around your head?
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Fuzzy
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« Reply #1845 on: July 21, 2014, 02:39:56 PM » |
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Hey JLJac, just a suggestion but can you put in things you can find to change the look of you slugcat (e.g. hats, etc)? Thanks for posting so much and listening (reading) our suggestions/comments!
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« Last Edit: July 24, 2014, 06:13:51 AM by Fuzzy »
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saluk
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« Reply #1846 on: July 21, 2014, 02:40:52 PM » |
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Events could be a queue, where you only process the first item. Every event has a time that it will occur, so you can then check if you have reached that time or not. Once you reach the time, you pop the event off the queue and wait for the next one. In the simplest case, events could be a move event, such as lizard 5 moving from room A to room B. You know this finishes at a given time so you don't need to worry about it until that time he actually gets to room B. If the lizard has no more events when he gets to room B, you can generate and insert some future events (be it pathfinding or other things) into the same queue. When they are in the loaded area, you delete their events from the queue and process them locally; although saving what state from those events are needed (if they were hunting prey, they should still be hunting prey). I guess this is looking a lot more like type B than type A; because I can't think how to reconcile the event processing in local space.
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LordTaco
Level 0
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« Reply #1847 on: July 21, 2014, 05:49:36 PM » |
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IDEA: Make it so you find other slugcats in the world and you can befriend them. They can also fight for you and heal you Just an idea! -LordTaco
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LordTaco
Level 0
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« Reply #1848 on: July 22, 2014, 04:29:17 PM » |
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IDEA: Cardboard boxes! Cardboard boxes are scattered around the map. You can go inside the cardboard boxes to become "Invisible" to monsters! IDEA: Packs! In multiplayer, you can form packs. When you form a pack, for each member, your damage is increased 10% I hope these suggestions helped! -LT
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jamesprimate
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« Reply #1849 on: July 22, 2014, 06:14:07 PM » |
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Do you feel like sharing any of the ideas you had buzzing around your head?
uh guys, i think he meant "ideas about how to implement abstracted creature behaviour" hahah
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Slader16
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« Reply #1850 on: July 22, 2014, 06:24:20 PM » |
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Do you feel like sharing any of the ideas you had buzzing around your head?
uh guys, i think he meant "ideas about how to implement abstracted creature behaviour" hahah LOL
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Fuzzy
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« Reply #1851 on: July 22, 2014, 06:45:16 PM » |
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Do you feel like sharing any of the ideas you had buzzing around your head?
uh guys, i think he meant "ideas about how to implement abstracted creature behaviour" hahah Yeah, I know I just happened to have a suggestion at the time he posted that, it was a coincidence.
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jamesprimate
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« Reply #1852 on: July 22, 2014, 07:55:35 PM » |
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ITS OK WE LOVE YOU GUYS <3
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Fuzzy
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« Reply #1855 on: July 23, 2014, 06:36:41 AM » |
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Yay! Congrats on becoming a game company! I heard you are in boston, I go there every summer (almost).
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Slader16
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« Reply #1856 on: July 23, 2014, 07:31:41 AM » |
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Wow, that's amazing! The website and logo are both totally rad!
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saluk
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« Reply #1858 on: July 23, 2014, 07:53:42 AM » |
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That's a GREAT link. Been looking for a tutorial on just that for days, same issue as the author. I get what a tree is but not really a clue what to put in it!
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Wlad
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« Reply #1859 on: July 23, 2014, 08:42:07 AM » |
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Really cool logo, did you do it?
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