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 Senses integration.

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fredpie
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PostSubject: Re: Senses integration.   Wed Nov 24, 2010 3:54 pm

Commander Keen wrote:
Imagine yourself playing as a soldier in Org. mode. In a middle of normal patrol mission, you are suddenly under enemy artillery barrage. The only way to save yourself is to run, yet you can't because the camera is constantly jumping from one explosion to another, making you unable to even see what's going on (and giving you a headache ). I don't think thats realistic or good for gameplay.
Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.
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Commander Keen
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PostSubject: Re: Senses integration.   Wed Nov 24, 2010 4:10 pm

fredpie wrote:
Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

That is much better. The soldier example was just to show that autoturning the head is not much logical and annoying at the same time.
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The Uteen
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PostSubject: Re: Senses integration.   Thu Nov 25, 2010 12:42 pm

Commander Keen wrote:
fredpie wrote:
Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

That is much better. The soldier example was just to show that autoturning the head is not much logical and annoying at the same time.
I think I did say the trouble with loud noises would only affect creatures with smaller brains. Creatures with as much intelligence as us would not look if they expected the noise, anyway: In war, you know that there will be many loud noises - You know about guns, understand them, and understand why they're there. A rat doesn't know any of these things, and so will be more alarmed. So the lower your creatures intelligence the more this affects it.

The ringing in the ears would almost definitely be the ears, though.
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Commander Keen
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PostSubject: Re: Senses integration.   Thu Nov 25, 2010 12:44 pm

The Uteen wrote:
I think I did say the trouble with loud noises would only affect creatures with smaller brains. Creatures with as much intelligence as us would not look if they expected the noise, anyway: In war, you know that there will be many loud noises - You know about guns, understand them, and understand why they're there. A rat doesn't know any of these things, and so will be more alarmed.

But the rat will still run instead of running in circles.
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~sciocont
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PostSubject: Re: Senses integration.   Fri Nov 26, 2010 9:44 pm

caekdaemon wrote:
The Uteen wrote:

And remember, a creature with a small brain would get very confused with lots of noises, how else could we simulate that confusion?
Start changing the pitch of the sound in game so it makes less sense.
Ringing in your ears (temporary)

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Djohaal
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PostSubject: Re: Senses integration.   Wed Dec 08, 2010 10:17 pm

Quote :

Sense: Gustation (Taste)
Organ: Gustatory
Render Method: Text, possibly starting with "Tastes..."
Levels: Accuracy and Magnitude

Sense: Olfaction (Smell)
Organ: Olfactory
Render Method: Gaseous Renderings
Levels: Accuracy and Magnitude

Sense: Tactition (Touch)
Organ: Nerves
Render Method: Text again, possibly starting with "Feels..."
Levels: Magnitude and Location

Sense: Thermoception (Heat)
Organ: Nerves
Render Method: Text (magical tool, ain't it?) stating "Hot", "Cold", "TOO HOT!", ect.
Levels: Magnitude, Location and Temperature

Perhaps a color coding could be used for objects you tested the temperature? When you test it tells you how warm it is, then the object gains a faint glow in the orange-blue kelvin scale (of course mapped to a shorter range of temperatures, one wouldn't get close enough of an object at 6500K to tap it). The glow would be of the temperature when you tested it, so the object could cool down and you'd need to retest.

If an object is warm enough to irradiate percetible heat it should also glow faintly. The key here is making the glow visually different from self-illumination or actually glowing stuff, so the player knows the feedback is from temperature, and not light itself.


Sense: Nociception (Pain)
Render Method: Flashing screen

Perhaps a red vingette around the screen?

Sense: Echolocation
Organ: Auditory, and vocal organs
Render method: Visual
Levels: Louder vocalizations, and sensitivity

Perhaps a visual feedback in the line with what they did on devil's tuning fork?
linkyu linky!


Suggestions in pretty colours.
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andry796
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 10:44 am

Djohaal wrote:
Quote :

Sense: Gustation (Taste)
Organ: Gustatory
Render Method: Text, possibly starting with "Tastes..."
Levels: Accuracy and Magnitude

Sense: Olfaction (Smell)
Organ: Olfactory
Render Method: Gaseous Renderings
Levels: Accuracy and Magnitude

Sense: Tactition (Touch)
Organ: Nerves
Render Method: Text again, possibly starting with "Feels..."
Levels: Magnitude and Location

Sense: Thermoception (Heat)
Organ: Nerves
Render Method: Text (magical tool, ain't it?) stating "Hot", "Cold", "TOO HOT!", ect.
Levels: Magnitude, Location and Temperature

Perhaps a color coding could be used for objects you tested the temperature? When you test it tells you how warm it is, then the object gains a faint glow in the orange-blue kelvin scale (of course mapped to a shorter range of temperatures, one wouldn't get close enough of an object at 6500K to tap it). The glow would be of the temperature when you tested it, so the object could cool down and you'd need to retest.

If an object is warm enough to irradiate percetible heat it should also glow faintly. The key here is making the glow visually different from self-illumination or actually glowing stuff, so the player knows the feedback is from temperature, and not light itself.


Sense: Nociception (Pain)
Render Method: Flashing screen

Perhaps a red vingette around the screen?

Sense: Echolocation
Organ: Auditory, and vocal organs
Render method: Visual
Levels: Louder vocalizations, and sensitivity

Perhaps a visual feedback in the line with what they did on devil's tuning fork?
linkyu linky!


Suggestions in pretty colours.

I agree the suggestions.
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Commander Keen
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 1:27 pm

andry796 wrote:
Quote-suggestion

Like it all, especially the heat suggestion.
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Tenebrarum
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 5:36 pm

I agree with the suggestions.

Does anyone have the list of senses in evolution from the old Svenolutions site? You remember, the one that showed all of the simpler versions of senses and mapped out what led to what?

If not, we should make one. Not all eyes are created equal.
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~sciocont
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 6:09 pm

Tenebrarum wrote:
I agree with the suggestions.

Does anyone have the list of senses in evolution from the old Svenolutions site? You remember, the one that showed all of the simpler versions of senses and mapped out what led to what?

If not, we should make one. Not all eyes are created equal.
Yeah, someone should definitely map the sense organs out.

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US_of_Alaska
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 10:38 pm

This is the old one. http://img683.imageshack.us/img683/7653/sensestree.jpg
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~sciocont
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 10:39 pm

US_of_Alaska wrote:
This is the old one. http://img683.imageshack.us/img683/7653/sensestree.jpg
Yeah that needs to be reworked- cells deal largely in chemoreception, not electrosensitivity.

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US_of_Alaska
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 10:41 pm

~sciocont wrote:
US_of_Alaska wrote:
This is the old one. http://img683.imageshack.us/img683/7653/sensestree.jpg
Yeah that needs to be reworked- cells deal largely in chemoreception, not electrosensitivity.
A lot of the stuff on there is dodgy.
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~sciocont
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PostSubject: Re: Senses integration.   Thu Dec 09, 2010 10:43 pm

US_of_Alaska wrote:
~sciocont wrote:
US_of_Alaska wrote:
This is the old one. http://img683.imageshack.us/img683/7653/sensestree.jpg
Yeah that needs to be reworked- cells deal largely in chemoreception, not electrosensitivity.
A lot of the stuff on there is dodgy.
Quite.

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Tenebrarum
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PostSubject: Re: Senses integration.   Fri Dec 10, 2010 7:14 pm

Quite dodgy. Rather inaccurate too. Let's see what I remember from biology class about the evolution of vision.

I believe it goes: Eyepatch, Eyecup, Pinhole Eye, Simple lense, Advanced lense, Muscular lense
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Djohaal
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PostSubject: Re: Senses integration.   Fri Dec 10, 2010 7:24 pm

Tenebrarum wrote:
Quite dodgy. Rather inaccurate too. Let's see what I remember from biology class about the evolution of vision.

I believe it goes: Eyepatch, Eyecup, Pinhole Eye, Simple lense, Advanced lense, Muscular lense

I beleive so, I've read climbing of mount improbable by richard dawkins and it went like that I think....
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~sciocont
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PostSubject: Re: Senses integration.   Fri Dec 10, 2010 7:33 pm

Djohaal wrote:
Tenebrarum wrote:
Quite dodgy. Rather inaccurate too. Let's see what I remember from biology class about the evolution of vision.

I believe it goes: Eyepatch, Eyecup, Pinhole Eye, Simple lense, Advanced lense, Muscular lense

I beleive so, I've read climbing of mount improbable by richard dawkins and it went like that I think....
Yeah, that's how eye evolution most likely went. However, we can condense it.

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Tenebrarum
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PostSubject: Re: Senses integration.   Fri Dec 10, 2010 8:23 pm

~sciocont wrote:
Yeah, that's how eye evolution most likely went. However, we can condense it.

Go. Condense. I know not the best way to do so.
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Djohaal
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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 1:21 am

It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
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US_of_Alaska
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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 1:51 am

Djohaal wrote:
It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.
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Noitulove
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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 5:54 am

US_of_Alaska wrote:
Djohaal wrote:
It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

Why don't we combine both of these?

The particle effects could be cloud particle effects, that ping more and more frequently (thus becoming more opaque) the closer you get to the source of the smell. They could be located on the side of the screen closest to where the source is--if an edible plant is to your left, then the clouds might be at the left of your screen, or maybe an arrow or just a general indicator.

Also, a while ago, I remember posting about these clouds being color-coordinated. I don't remember much of it but it basically went "green clouds = food, purple clouds = poison" etc. etc.
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~sciocont
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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 12:17 pm

Noitulove wrote:
US_of_Alaska wrote:
Djohaal wrote:
It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes.
Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"
Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.
Same would go to predators, your nest, whatever.
A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

Why don't we combine both of these?

The particle effects could be cloud particle effects, that ping more and more frequently (thus becoming more opaque) the closer you get to the source of the smell. They could be located on the side of the screen closest to where the source is--if an edible plant is to your left, then the clouds might be at the left of your screen, or maybe an arrow or just a general indicator.

Also, a while ago, I remember posting about these clouds being color-coordinated. I don't remember much of it but it basically went "green clouds = food, purple clouds = poison" etc. etc.
That sounds good. I think we should assosciate colors with known and unknown smells as well.

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Tenebrarum
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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 12:25 pm

Remember that many animals can tell things about others creatures, like their health or virility, by their smell.
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~sciocont
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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 2:00 pm

Tenebrarum wrote:
Remember that many animals can tell things about others creatures, like their health or virility, by their smell.
True.

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PostSubject: Re: Senses integration.   Sat Dec 11, 2010 11:34 pm

~sciocont wrote:
Tenebrarum wrote:
Remember that many animals can tell things about others creatures, like their health or virility, by their smell.
True.
How would we represent this, though? A mouse-over could reveal info, maybe?
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