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studentTeacher

Member Since 27 Feb 2013
Offline Last Active Jul 19 2014 10:58 PM
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Topics I've Started

Working with A* in a 3D voxel world

29 January 2014 - 06:56 PM

In my voxel game, I'm looking at making NPC's use A* to path-find. I've got a couple parts of this I'm having trouble figuring out/implementing. Mainly, I'm having difficulty when it gets to two different (but possibly occurring together) scenario's:

  1. There are a ton of NPC's trying to path-find, and
  2. There's a large distance to path-find to.

I'm not sure how to choose between multi-threading, using multiple frames, or exactly how to implement this. Any suggestions, paper's, books, websites, etc?

 

Thanks,

ST


Class System in RTS RPG

14 January 2014 - 09:05 PM

Hey Everyone! Just thought I'd get some help tackling an idea I have for a class system in my game. Right now, I'm working on an RTS RPG Sandbox game, where you have a few MAIN NPC's you can control and you need to help them survive (a la dwarf fortress). You are doing more than surviving though; you will be building a civilization! When making a civilization, the decisions you make with passing clans and the nearby towns/cities can also cause fights. All the control the player has over building, gathering resources, fighting, etc. will be an RTS style gameplay.

 

The part I'm having trouble with is I'd like to have classes. I want the player to see how their MAIN NPC's are doing work (each have roughly the same stats, but randomized a little bit), and make choices for turning some into farmers, some into hunters, some into builders, etc. From there, as you make decisions on how to live (eat meat or just vegetables? Build with stone or metal? etc) then your MAIN NPC's can cover a class hierarchy tree.

 

An example of this would be a hunter. A hunter, possibly necessary in the beginning of the game for people who don't want to be vegetarians, would hunt for food (could also be a forager, for veggies and fruits!). You'll want an NPC with higher confidence and strength performing this job. Now as this hunter progresses, you can have him turn into a corporal, for following a military arc (a way to build your army, starting small), a herder (building up livestock), or beast-hunter (on track to be a hero or heroine). Different traits and different quests could be ways of making these decisions for furthering the class hierarchies.

 

Here's my big question: how do I (or should I) implement a system where these decisions actually have an impact on the player's experience in the game? What if the player doesn't want to farm? There's two constraints to this: I only want the 6-12 NPC's that you start with to have classes (if you have a better idea, please enlighten mehappy.png ), and I want to make sure the player can build, craft, breed and farm, fight, explore, quest, and admire everything in the game. How would you all see something like this coming together?

 

As a (possibly big) note, I'm currently pondering the idea of using the 6-12 NPC's as the "interface" of that trade; by that I mean that you have much more control over the style, gameplay, and design of those trades. You'd use these 6-12 NPC's to interface with these particular trades. An example would be if you have an NPC for breeding and plants and another in Science or Genetics, you can use those two to create faster/healthier animals, more nourishing crops, etc. If you don't have NPC's in that department, then it's up to randomness and currency to get you those things; common worker NPC's will do the breeding and science (a nearby town, someone you "hire"...) and you use a quick scheme of buying what you want in order to get those items....you don't have to delve into that aspect of gameplay as deeply as someone who has main NPC's with that trade. I hope this makes sense....

 

I'm looking for ideas and suggestions, as well as opinions. I know it's an ambitious idea! I hope I can get some help ironing out some of the class purpose ideas to get this working rather than scrapping it...I really like the idea I just need to tie up the loose ends!

 

Thanks,

-ST


Curious RTS/Sandbox strategy Idea

11 December 2013 - 04:58 PM

So I've been mulling over a few things in my games design lately......and I'm looking for some opinions and suggestions smile.png

 

So far, I'm looking at a game core like dwarf fortress, where you have a few NPC's to control and you need to help them survive. I'm adding a civilization-type building core to this, where you have the freedom to build and design your civilization you want to build. There'll be a few different game modes:

  1. Regular Gameplay: The "player" is not physically a part of the game (like dwarf fortress); you control the NPC's by delegating tasks to them and they'll complete them. You can watch what they are doing, command them to do different tasks, and control traits and other such "RPGish" elements that would apply to how effective NPC's are at certain role-playing tasks (if I even want to segregate tasks to particular skilled NPCs.....)
  2. Blueprint Mode: You are creating the buildings you want to add to the city; this is done in blueprint mode. This also allows you to delegate and count sources needed for certain projects so you can prepare for projects that will eventually be going on. I'm hoping that buildings can also have simple structural analysis techniques to allow for no "floating" or "unsupported" sections. Since this is done in a blueprinting mode, when nothing but planning is going on, I think there could be enough time per frame to do some simple simulation (not entirely accurate, but simple enough to seem closer to reality).
  3. Civilian Mode: You can actually play as a civilian NPC for a while. This is useful for exploration and immersion, and also allows you to walk through the cities you create. This can also do certain things for NPC traits -- leading them into battle gains respect for you, for example.
  4. Other modes??

For the RTS part of the game, there'll be small clans and foraging hordes that lie about the land. Things can be done to persuade them to join you, but things you do may also turn them into enemies. I want a sort of Civilizations type RTS battle system going on, where you delegate your forces to doing particular jobs -- creating armour, firing catapults, ripping open the front gate to an enemy's castle, etc.

 

What do you all think? I'm just looking for some thoughts and suggestions because I don't know how new/overused these ideas could be. I'm not even sure what my "own twist" or specialty might be with this game...but I know I want to make it my own. If you have any questions (I can't possibly have answered all questions about these mechanics in this post!) don't hesitate to ask so I can clarify smile.png

 

Thanks!

-ST


Spherical Worlds using Spherical Coordinates

08 October 2013 - 01:30 PM

Hello everybody! I have a question about creating spherical planets, and I thought that I'd bounce a couple ideas off you all before trying it out.

 

I am working on a space-sandbox-RPG game, and part of this game will be realistic space travel (in that LOD is present so you physically leave a planet and fly to a new one, and land -- without a change of whole areas; only a change of LOD as you leave or arrive to a planet). For the planets, I want them smaller than Earth, but when you're on the surface the "roundness" of the planet should be barely noticeable if at all.

 

My question is this: has anyone used or thought about spherical coordinates to procedurally create LOD and terrain on planets? I know about the cube-map approach, but I also know about the distortions and such that occur at the corners, on top of other problems as well. That's why I've been toying with the idea of a spherical planet generation that isn't a cube-map! What do you guys think? Do you see any issues that might arise that I just can't foresee?

 

Right now, I think it might be a little too computationally expensive to compute planets this way; but I still want to look into it, if there aren't too many issues that might arise. I also need to figure out how to input the parameters (phi, theta, r) -- would it be like (x, y, z) inputs for 3D perlin noise, or some other type of function? That's part of the fun smile.png

 

Thanks,

ST


Leveling and Attributes in an RPG

10 September 2013 - 05:48 PM

So I've been writing down ideas for an RPG game with a leveling system, and I wanted to get some input on here about where my thoughts are going. This is in no way finished, nor is everything I list going to be used; this is just a rough draft of some ideas I threw together.

 

NOTE: THIS IS NOT AN MMORPG type game; this is for single-player, or servers that friends can play together on, like Minecraft or Cubeworld (players set up the server).

 

So far, I'll have a leveling system that grows in difficulty by some exponential amount. At certain levels, the player will receive different bonuses and/or items. Quests in the game will help leading people into certain roles (like an intro to ____ quest), help raise certain stats, and so on.

 

Some stats, like luck, would obviously require some balancing; therefore it might have a steeper leveling curve, or it's maximal increased output is capped. As for how fast one gains levels, and how fast one gains bonuses, followers, items, etc. will be balanced on implementation. Some other implementation details might be that certain things (recipes for food, crops, etc) might require certain levels and experience to handle. Maybe even unlocking certain attributes once doing a tutorial or reaching a certain overall level.

 

Here's a list of some of the attributes a player can level up (some have descriptions, as they might not be so straightforward):

 

[overall level]

 

[cooking] - when making food, the higher this level is can make the health heal more health, hunger, and saturation. Saturation is how long the food lasts before hunger begins to drop again; it also can define the speed at which the hunger drops for a little while after hunger begins.

 

[attack (melee)]

 

[attack (ranged)]      --might want to combine ranged and melee

 

[defense (melee)]

 

[defense (ranged)]

 

[aim] - aiming, for ranged is straightforward. Players and NPC's will have "weak-spots", and aim heightens the chance of hitting weak spots. Also, aim will, with higher levels, shave off the "randomness" of a ranged attack.

 

[mining/digging] - when mining, luck for drops and the speed of mining can increase with level. Certain levels are needed to use certain tools. 

 

[agility]

 

[endurance]       --mainly these are for traveling and how fast the hunger bar drops and how hunger effects speed.

 

[farming]

 

[building] - buildings, cities, etc. More of a contractor type of job. There is building in the game, as it is destructible terrain.

 

[engineer] - electrical and mechanical components (when these tiers are reached).

 

[banker] - you get bonuses for saving money / making large sums of money. Raises chances of NPC's trading and buying/selling to you. Good for bartering as well (not so sure about this one....)

 

[chemistry/alchemy] - mainly for potions, but I hope to also have chemicals useful for other things as well...not sure exactly what yet.

 

[stealth/thievery] - sneaking, stealing, hiding, etc.

 

[blacksmith]

 

[research] - somewhat for finding about new tiers; using raw materials is fine, but things like steel, electricity, and such require research, possibly? Maybe even tackling a really difficult (read: much higher than challenging) dungeon might open up research on new, harder and durable metals, or certain chemical recipes for medicine. Reward for adventure and exploration!

 

[luck] - just plain, sheer luck. Players gain exp for luck when they get a bonus for something (more minerals in a dig, etc).

 

[trust] - NPC's trust in the player. The game will allow the player to hire NPC's for stuff, and with high enough trust, a player can even create kingdoms!

 

 

other stuff:

-sword, shield, bow, mace, double-wielding, etc. for different weapons.

-something for clothing, leather, etc.

 

What do you all think about this? Any criticism, words of wisdom, things you like....? I'm currently implementing the system, but I have such a huge list of attributes I thought I'd ask around of what people think about these so far (the ones I like quite a bit are listed here).


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