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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864369 times)

wer6

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #120 on: September 19, 2013, 05:54:18 pm »

Can we haz the links?
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Geneoce

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #121 on: September 19, 2013, 11:13:01 pm »

Hey Tynan,

Are there any plans for locational damage? Or would modding it in be possible? I hope the damage model is not hard coded. Hardcoded stuff in games like these make me sad.
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wer6

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #122 on: September 20, 2013, 03:20:32 pm »

Hey Tynan,

Are there any plans for locational damage? Or would modding it in be possible? I hope the damage model is not hard coded. Hardcoded stuff in games like these make me sad.
+1
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Clownmite

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #123 on: September 20, 2013, 04:32:58 pm »

I have to say, this looks fantastic. I really enjoyed your blog posts too - stuff about programming is especially appreciated.

I like the art style a lot. My personal opinion is that everything looks great except for the person sprites.

I'm also really interested in your "story generator" AI. I may have to borrow that concept for a project I'm working on. You also mentioned your creatures use an (xml-modifiable) behavior tree. Can you point me to any articles that deal with theory and/or practice of implementing behavior trees (preferably with lots code examples). I'm really interested in doing this for my project but I know nothing about how to implement things like this.

I'm almost positive that you already know about this technique, but have you thought of using potential fields to solve the "walking through fire" issue? It might be relatively simple to code in, and you can even expand it greatly to do what the guy from Brogue did to create a pretty complex AI: http://roguebasin.roguelikedevelopment.org/index.php?title=The_Incredible_Power_of_Dijkstra_Maps . I'm not sure how crazy you could go with this in a real-time game though. As a side note, if all this stuff is old news to you, and you have more resources on this that you can direct me to, that would be awesome.
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #124 on: September 21, 2013, 02:20:27 pm »

Hey Tynan,

Are there any plans for locational damage? Or would modding it in be possible? I hope the damage model is not hard coded. Hardcoded stuff in games like these make me sad.

I think that locational damage is really part of a larger system, which is body modeling. Detailed modeling of body condition is a subsystem which I will offer people during the Kickstarter as a direction people can "vote" for (among others). I think it would be one of the best things we could do, though I haven't done it yet just because the information is mostly textual and you can't really see it well in a trailer. But for the final game, definitely, I think it'd be a huge boon. I love knowing when a dude is getting sepsis in his left leg and has a missing right pinky finger, or something.

The cool thing is that in this universe we can do even more with medicine. We can have people augmented with replaced limbs or organs to regain function after an injury or be enhanced. We can do organ harvesting and organ transpants (on prisoners, slaves, etc). We can do medical research. There are tons of possibilities here which are both kind of exciting and kind of scary in terms of how hard they might be to implement.

So yes, I want to do locational damage :)

Quote
Can you point me to any articles that deal with theory and/or practice of implementing behavior trees (preferably with lots code examples). I'm really interested in doing this for my project but I know nothing about how to implement things like this.

Look up some AI articles by Damien Isla. I worked with him at Irrational and he did some great stuff with behavior trees.

Thanks for the potential field note. I'll definitely take a look. Whatever I do to get people to respond to danger in RimWorld will almost certainly be a pretty complex mix of different techniques, since there are so many things for them to handle and so many priorities to balance. It's by far the hardest problem in the game.
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #125 on: September 21, 2013, 02:20:59 pm »

Another thing, I'll probably be writing up how I am doing the AI in RW, so I may eventually have an article for you myself.
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CognitiveDissonance

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #126 on: September 23, 2013, 12:17:00 pm »

I'm watching a very early video by Siberian Lemming (Russian) and the game looks very promising. I'm very excited to see it develop with time!

EDIT:
I know most people here don't understand Russian, but here's the link if you're interested anyways http://youtu.be/mdCy2J9kv3o

A few thoughts and praises

- Variety of storytellers is good. Here's hopping for a Cruel Karen :P
- The day/night cycle is a nice touch. Adds a nice strategic element to things
- The controls are so nice and crisp! Want this guy to be a doctor? Just tick the right box on his profile
- Boomrats are greatly entertaining
- Hurray for research! I hope it will get more complex in the future, but it's nice to see it included
- Random events!
- Everything has a clearly-marked hotkey. That is a very welcome addition.
- The process for restraining/converting "newcomers" is very nice. Reminds me of a nicer version of DK2.
- Firearms and turrets have really nice range. I was half-expecting short gamey range. Not so much...
- Good to see thoughts and mood effects

"We'll equip Craig with a firearm. Not only will he be a defender, but we'll also call him a recruiter. After we shoot someone, we will capture the lucky new colony member and, like Craig, we'll convert him to our 'faith'"

For such an early stage in development, it looks really good. Again, can't wait to see how it develops!
>> Gain: +1 fan
« Last Edit: September 23, 2013, 12:59:50 pm by CognitiveDissonance »
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #127 on: September 23, 2013, 12:49:37 pm »

Another thing, I'll probably be writing up how I am doing the AI in RW, so I may eventually have an article for you myself.

I look forward to reading that! I always enjoy seeing how people implement AI.
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Clownmite

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #128 on: September 23, 2013, 04:04:20 pm »

Another thing, I'll probably be writing up how I am doing the AI in RW, so I may eventually have an article for you myself.

That would be awesome.

Will it be possible to have 2 storytellers going at once? I'd be interested in having "random" events happen alongside the "main" storyteller, so that I wasn't sure if any given event was a "part of the story" or not.
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #129 on: September 23, 2013, 09:05:18 pm »

Cognitive - Thanks for the feedback! I can't understand the video but it looked like he got to know the game and was doing a pretty good job of going through the different features of it.

Another thing, I'll probably be writing up how I am doing the AI in RW, so I may eventually have an article for you myself.

That would be awesome.

Will it be possible to have 2 storytellers going at once? I'd be interested in having "random" events happen alongside the "main" storyteller, so that I wasn't sure if any given event was a "part of the story" or not.

No, two storytellers couldn't work together. I mean, I suppose I could run them at the same time, but there'd be double the amount of events and they'd step all over each other. When Cassandra was trying to leave space for a breathing period, Randy would throw in some wacky attack. It would be like having two musicians playing two songs at once.
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Clownmite

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #130 on: September 24, 2013, 02:27:17 am »


Will it be possible to have 2 storytellers going at once? I'd be interested in having "random" events happen alongside the "main" storyteller, so that I wasn't sure if any given event was a "part of the story" or not.

No, two storytellers couldn't work together. I mean, I suppose I could run them at the same time, but there'd be double the amount of events and they'd step all over each other. When Cassandra was trying to leave space for a breathing period, Randy would throw in some wacky attack. It would be like having two musicians playing two songs at once.

That's actually what I was interested in - basically a "main" storyteller, but additional random events that aren't connected to the main story at all that the storyteller isn't aware of. I guess it's sort of a metagame thing for me - Of course I'll be going into the game knowing that there's a story to be told, but I like some uncertainty about whether an event is "planned" or not. I'm guessing I'd get something pretty close to that with Randy Random though.
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Vattic

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #131 on: September 24, 2013, 02:48:00 am »

That could all be achieved with one storyteller unless I'm mistaken.
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Iceblaster

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #132 on: September 24, 2013, 08:15:26 am »

Wait there's a demo available?

If so, link please?

Elephant Parade

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #133 on: September 24, 2013, 10:20:33 am »

Wait there's a demo available?

If so, link please?

Nope. Closed alpha, I think.
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K41N

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #134 on: September 25, 2013, 03:40:00 am »

PTW :D
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