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| Behaviour Editor Brainstorming | |
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+7Deathbite42 ~sciocont Tenebrarum MeowMan1 GamerXA Brennus The Uteen 11 posters | |
Author | Message |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Behaviour Editor Brainstorming Sat Jul 28, 2012 6:11 pm | |
| - Deathbite42 wrote:
- Perhaps a better idea is simply having a list of all available biomes. You are given a percent of time in each of them, from 0 to 100, but the total is always 100.
I' not quite sure I understand what you're trying to say. | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Behaviour Editor Brainstorming Sat Jul 28, 2012 6:16 pm | |
| Carnodon 100% of time in desert 0% of time in jungle 0% of time in plains Cannot survive in taiga! Cannot survive in tundra! Cannot survive in deep sea! Cannot survive in coral reef! | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Behaviour Editor Brainstorming Sat Jul 28, 2012 6:22 pm | |
| - Deathbite42 wrote:
- Carnodon
100% of time in desert 0% of time in jungle 0% of time in plains Cannot survive in taiga! Cannot survive in tundra! Cannot survive in deep sea! Cannot survive in coral reef! Ok, makes sense. the problem with ETOs isn't where they spend their time, its whose evolution they effect. See, since each biome is a self-contained stage for evolution, if you spend half of your time in one, and half in another, where do you evolve in? Where does your population really reside? | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Behaviour Editor Brainstorming Sat Jul 28, 2012 6:32 pm | |
| You evolve in both. Your population really resides in both. They affect the evolution of both. Let me explain. Imagine you are a species whose lifespan lasts bilions of years. you also have a massive lab. In one, you put a self-contained jungle. It has many creatures, from monkeys to snakes. The other is a sea with even more. That makes for a LOT of wildlife. But one species is special. His name is The Saltwater Crocodile, and he can live in both. You give him a bridge they can use to freely move from vat to vat. You will see that there evolve both monkeys that crawl into trees to evade him, and fish with scales he cannot break. However, let's say there is a leopard with more bite power than him. It lives in the jungle. The prior mentioned fish will only withstand the crocodile's bite power, because it will never meeet a jaguar. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Behaviour Editor Brainstorming Mon Jul 30, 2012 11:47 am | |
| - Deathbite42 wrote:
- You evolve in both. Your population really resides in both. They affect the evolution of both. Let me explain. Imagine you are a species whose lifespan lasts bilions of years. you also have a massive lab. In one, you put a self-contained jungle. It has many creatures, from monkeys to snakes. The other is a sea with even more. That makes for a LOT of wildlife. But one species is special. His name is The Saltwater Crocodile, and he can live in both. You give him a bridge they can use to freely move from vat to vat. You will see that there evolve both monkeys that crawl into trees to evade him, and fish with scales he cannot break. However, let's say there is a leopard with more bite power than him. It lives in the jungle. The prior mentioned fish will only withstand the crocodile's bite power, because it will never meeet a jaguar.
The problem is that with our system, it gives ETOs an unfair advantage, because they have a chance to evolve in every biome that they pass through, making their mutation probability much higher. However, I think I've been overlooking an obvious solution, which is to divide their modified odds in step 3 by the number of biomes they inhabit. | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Behaviour Editor Brainstorming Mon Jul 30, 2012 5:24 pm | |
| No, to be realistic, just make AI ETOs rarer, and player ETOs more expensive. | |
| | | Orygandian2 Newcomer
Posts : 43 Reputation : 3 Join date : 2012-06-26 Location : In the middle of nowhere, calling for pizza delivery.
| Subject: Re: Behaviour Editor Brainstorming Mon Aug 27, 2012 8:50 pm | |
| Well, that actually can't happen, because if that ETO cannot live in a certain biome, it can't evolve there.
Let me explain:
Sardo
60% time in open ocean
30% time in coral reef
10% time in underwater cave (lays eggs there)
CAN'T SURVIVE ON BEACH!!
etc... | |
| | | Brennus Newcomer
Posts : 67 Reputation : 0 Join date : 2012-07-04 Age : 27 Location : Canada
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 10:57 am | |
| I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore. In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. | |
| | | ido66667 Regular
Posts : 366 Reputation : 5 Join date : 2011-05-14 Age : 110 Location : Space - Time
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 11:50 am | |
| - Brennus wrote:
- I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it? | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 12:21 pm | |
| - ido66667 wrote:
- Brennus wrote:
- I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it? For the few that do. If we make it easy enough to understand, more people will utilize it. | |
| | | ido66667 Regular
Posts : 366 Reputation : 5 Join date : 2011-05-14 Age : 110 Location : Space - Time
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 3:06 pm | |
| - ~sciocont wrote:
- ido66667 wrote:
- Brennus wrote:
- I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore.
In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it? For the few that do. If we make it easy enough to understand, more people will utilize it. Please note that we need stuff simple, not for the few that want something... We need to program what most people like first, Than talk about what few people like. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 5:31 pm | |
| If we program in simple ways to change AI without hard coding, it will greatly improve gameplay, since there will be more options, and it will save coders time by letting all of the other developers and players build AI. | |
| | | Calfeggs Newcomer
Posts : 47 Reputation : 1 Join date : 2012-08-27
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 7:49 pm | |
| Please don't quote the entire OP ~scio
For the use a part to do an action, add 'attack' as an option. I have a species in mind that has a hook-like tail for dragging dead animals and scratching stuff. | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 8:20 pm | |
| Please don't quote such long posts next time. Also, I don't believe we have met. Are you new? | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 8:27 pm | |
| About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag" | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 10:27 pm | |
| - Deathbite42 wrote:
- About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag"
Interesting | |
| | | NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
| Subject: Re: Behaviour Editor Brainstorming Wed Aug 29, 2012 5:38 pm | |
| - Deathbite42 wrote:
- About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag"
Yeah I was actually just reminded of that as well when I read his post. It is a very interesting idea because by defining several "base" verbs you can create a whole array of complex actions through different combinations. Different organism parts could even unlock different verbs. | |
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