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About robert4818

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  1. robert4818

    Opportunities with my Degree?

    Little. I have created a small little arcade game to practice java while I was in Computer Science 1. and I created a pirate board game a few years ago thats alot of fun.
  2. [color="#1C2837"][size="4"]I'll be graduating college next fall, and I am wondering what Game-Industry related jobs would be available with my degree skills [color="#1c2837"] [color="#1C2837"][size="4"]I will be graduating with a Degree in Probability and Statistics and a minor in Computer Science. [color=#1C2837][size=2]My actual programming skills will be light, with classes taken in Basic java programming (This is what our first two intro to computer science classes were taught in), Visual Basic, SQL, SAS programming, and probably assembly language. [color=#1C2837][size=2]I am just curious what opportunities I might find if I move in that direction vice going as an Actuarial.
  3. robert4818

    Modelling the Human Body for Combat

    I've not played dwarf fortress so I couldn't tell you anything about that game. However, the information you are looking for can be found in medical texts and studies. Especially ones to do with trauma causing things. You might look at car safety studies, and other things along those lines. I would almost wager that Dwarf Fortress used a series of tables to give the illusion of accuracy. (conjecture). The idea being that your table has a large number of possible outcomes when a certain area is hit by a certain type of weapon. Things like impact, fat absorption, etc. Simply adjust the random roll on the table up or down. (Harder impact moves the percentage roll up leading to more serious injuries, while fat would move the percentage roll down, offering "protection"
  4. robert4818

    MMO: AI controlled Factions

    Quote:Original post by yumok I think global AI should be used as an aditional way to give flavour to the world, but should never abandon the human writen lore that games have now. And it never should :) Any system I propose would use such lore as a starting point. In no-way would the AI replace lore in the game. Instead it is there to create a more dynamic war. If Country A and Country B have an inherent dislike for one another, then AI's should reflect that in some way. If the Devs decide to put out an expansion with some ground breaking event (say an outside invasion) then they would need to tweak the AI to reflect that change. This might cause the AI's to form an alliance of some sort. The main point of the idea though is to prevent the world from becoming static.
  5. robert4818

    Build (almost) Anywhere concept

    Quote:Original post by JoeCooper Quote:Original post by robert4818 What density planning does, is it allows for those players who might want to have an isolated cabin, lone wizard tower, or possibly even a forrested Palace, while still maintaining more than enough wilderness for adventuring in. It all depends on how you use the density planner. So we do want some role playing here, then? It's fine, I get all that, your post just got me brainstorming because it seems like an unnatural interruption to any suspension of disbelief. We could think up a density cap that's more "in character"... You could, for example, have lots of areas of very rough terrain that can't be built on, but there's just one spot with enough footprint for a wizard tower if some enterprising player grabs it first. In other words, have land that is explictly build-on-able. This is your density limit idea, but basically under an "in character" facade. So you don't run into the situation Servant mentioned where you run into a _surprise_ limit, and your wizard tower fantasy isn't interrupted with a game message about building caps. That'd feel bureaucratic, worse so than going to an in-game King to get a land grant for your wizard tower. Knowhatimean? I know what you mean, but I'm trying to avoid pre-built spots to a certain extent. I do wish there was a way to "hide" the density limit so that it appears more natural. That being said, I would still like something akin to my system in games, even if the limit was immersion breaking... :(
  6. robert4818

    Build (almost) Anywhere concept

    Quote:Original post by JoeCooper A density cap would encourage sprawl, not prevent it. It would have buildings spread further and further. Also, the players are doing something they want to do. There are players who stay in the wilderness, and players who want to develop it. I suggest adding more wilderness. Maintain a frontier. You might also revise the game rules to add more to do in the developed land. I think we may be having 2 different definitions of Urban Sprawl here. If someone builds an inn in a very low density area that is not urban sprawl, especially if that inn ends up being the only building in an entire square mile. What density planning does, is it allows for those players who might want to have an isolated cabin, lone wizard tower, or possibly even a forrested Palace, while still maintaining more than enough wilderness for adventuring in. It all depends on how you use the density planner.
  7. This idea (I know, I have alot of ideas. I want my dime...I'm surely at a dozen by now) is a compromise between allowing players to build anywhere, and still maintaining adventureing areas in an MMO. MMO's that have a build anywhere syle of play suffer from urban sprawl. Much of the open land becomes clogged with player housing. Areas that were once prime hunting grounds become cluttered with buildings. It ends up being a mess, and tends to hurt the game. Games like Darkfall counter this by designating only certain areas for players to build in. Its an ok solution, but it cuts down on freedom a bit much for my taste. My soulution is fairly simple, and works as a compromise. Players are allowed to build anywhere, but different areas on the map have a pre-set density cap. Players are allowed to build anywhere within that area, but once the cap is reached, no-more buildings can be built. This solution is rather simple programatically as well. (building density, not build anywhere.) The idea comes in three flavors. Floor space per area, points per area, or buildings per area. Buildings per area is the simpler of the two. The devs set an area up to hold only a certain number of buildings, and once that's met, its finished. One building can be a palace, or an outhouse though. Which could be a little odd. Floor Space per area is similar, however, instead of number of buildings, the devs can set up a specific amount of floor space to be allowed within an area. In that case, the number of buildings can vary. An area with a small amount of floorspace might hold a small village, or a single palace. Points per area is very similar to the floor space concept, however instead of checking floor space, each building is given a certain number of abstract points. A single house might be a few points, a black smith shop is worth more than that. The danger here is an urban sprawl of low point buildings. When I say area though, I don't mean "zone" I basically mean something like X/mi^2. The devs are able to control this density to lay out city areas, village areas, and isolated areas. They can even set the density to 0 for areas they want absolutely NO buildings in. (though I don't recommend it). A city might have 10000 buildings/sqmi (basically unlimited building) until reaching a certain point, and then it begins to drop off gradually, until it reaches the density of the surrounding area. A village might have a 10/sqmi area allowing for the construction of 10 buildings. A deep forest might have the density set to 1/sqmi. As for setting density, the easiest way to do it, IMO, is using a terrain generator as you find for many engines. They have tools that use paint brushes that affect things like terrain height, texture, etc. This would be the area, IMO, to set build density. You can use a simple tool to paint the variable information. What do you think? (note, there are many things not discussed here that programmers would have to decide upon, such as whether or not to allow building destruction/abandonment, or how to get rid of buildings that are taking up slots)
  8. robert4818

    My First Project: Space Game

    Quote:Original post by Wai I didn't try it, but I like how you implemented variation in your first game. Stage 1: Flying through space against asteroids and small fighters Stage 2: Fighting turrets and enter the capital ship Stage 3: Flying inside the ship to destroy it. Someone could probably compile and run it. I don't have JRE. Thanks! This version is spartan, even with my rather spartan dream for it. I think I'm about 1/2 way through my design. I still have the planet maps to add, as well as the upgrades and the flags for the wormhole and the final boss. :) But I'm happy I've gotten the game together as far as I have considering I'm using this game as practice for my first semester of programming. :( No sound or graphics beyond basic shapes. But, Its not meant to be pretty. After all my capital ship is a large grey rectangle...
  9. robert4818

    MMO: AI controlled Factions

    Quote:Original post by Wai Re: robert4818 For the original question, I won't play it, because it seems to take too much time and effort to get familiar with the game world. AI or GM Now it seems that the main question is whether the changes should be decided by an AI or a GM. The advantage of having an AI is that it gives the player a chance to completely understand the effects of their actions. It allows the player to justisfy spending time analyzing, planning, and organizing for changes. This advantage is not unique to AI. You could have the same if the GM always follow the same set of rules to decide what to change. If that is the case though, chances are you want to automate it, because GM could make a mistake. The advantage of having a GM is that you have more variety in the expression of policies, and adds a personality to the game. This advantage is not as easily replaced by AI, but I think for this situation you could do it pretty well. So far it seems that you could have both advantages if you let the AI decide what changes to make, and ask the GM to do the speaking for the AI, and to create new rules for the AI. Everytime the GM creates a new rule, the GM could announce it so that the players know the updated rules. So the loop is like this: o AI collects statistics o AI decides any change in policy o GM reviews the AI's decision for any game-breaking flaws o GM must accept the AI's decision if there is no flaw o GM announces the decisions to the players o GM announces any new rule that the AI will use in the next period o Players do things o AI collects statistics o ... The other advantages of AI. It doesn't have to spend the time going over 5-12 factions over 10+ servers.... You don't have to pay it either.
  10. robert4818

    My First Project: Space Game

    Quote:Original post by Wai You might want to embed it on a webpage, or export it as an exe. :( I don't know how to do that. I'm still in my first semester of programming. Right now we call up what we have from the command prompt. I did forget to add. The "Main" is in StarGame.java
  11. Alrighty. My last attempt at this got locked, mainly because I posted too much code. That problem has been fixed:) The current version of this homemade video game can be found here: http://www.mediafire.com/download.php?hq91x7jg8fi3o6k The "Main" is found in StarGame.Java The code itself is sloppy and follw some bad habits, but I'm not overly concerned about that. I'm looking for some general feedback on the game design itself. The game is broken (at the moment) into a few different screens. Instructions for those are below: You can press f2 at any time to reset the game. Start Screen: up/down arrows: change selection enter: Enter selection. The Small game is on a 3x3 map, while the large game is on a 5x5 map. Space Screen (flying bad guys and asteroids) Up/Down arrows: speed up/slow down left/right arrows: turn left or right space bar: Shoot You can shoot the bad guys for points, asteroids and the edge of the screen stop your shots. You can fly off the side of the screen, and will move towards into a new screen (unless you are on an edge screen). Capital Ship Approach This screen is randomly placed within the space screen map. When you reach it the screen will automatically change to a new screen with a large light grey square in the middle, 4 red circles, and a smaller dark grey square. Direction arrows: Move you in the specified direction. Space Bar: Shoot "E": Enter the Capital Ship. This can only be done when you are within the dark grey square (the doors). A message will display on screen telling you to hit E to enter. You can shoot the guns (red circles) in order to deactivate them. Inside the capital Ship Direction arrows: move you up/down/left/right Space bar: Shoot Fly through the randomly generated walls, shoot the enemies. At the end of this very short screen, shoot the red block 10 times to destroy the ship. At this point you can consider the game "won" you can still continue to fly through the space screen and shoot bad guys. But the capital ship will not reappear. [Edited by - robert4818 on November 10, 2010 10:20:48 PM]
  12. robert4818

    Why Must Games Be Fair?

    As I said, the concept for me of "Fair" has to do with games that break their own rules. The other thing that labels the game unfair is if it has mechanics that can't be overcome. This may be something that you can't kill, can't dodge, and can easily kill you that occurs without predicatibility. (I.E. an enemy that shoots things that can't be dodged, and you cant kill it. However, it flies across the screen at random times and basically kills you.) This isn't fair, and no amount of preperation, or skill can avoid it.
  13. robert4818

    MMO: AI controlled Factions

    Quote:Original post by Talroth In that case it is a matter of giving the higher level (non-player) Story Tellers the data they need to actually make their choices. Basically taking the info on the actions that you would have fed into the AI, and allowing the Story Tellers to interpret that information. These people would be under the control of the developer, so it is up to them to make things work. Personally I don't think I would care for playing in a faction driven by an AI when the AI glitches out. "I declare war on you, and you and you,..." which leads to "Hey, look at fraction A, they're totally getting whipped in a 10 sided war,... hey, why haven't any A players logged on in the last week?" 2 points though. First, this is what testing is for. (I know it doesn't solve everything). Second, since this would be an MMO, such an extreme action could easily cause the devs to come in and over-ride such things if the need is great enough.
  14. robert4818

    MMO: AI controlled Factions

    Quote:Original post by Talroth Quote:Original post by EdtharanIn pen and paper RPGs, the Game Master acts as the NPCs and gets them to react to the PCs, the PCs then react to the Game Master and the reciprocal cycle of reactions goes on. In current cRPGs, the developers write the plot, and the palyers react to it. However the story does not react to the players (there might be alternate pre-set plot paths that the story follows, but these are still pre-set so it is not a true reciprocal reaction cycle). Which is why I suggested using human "Story Tellers" at various levels, possibly giving proven players the ability to become low level story tellers. (Such as an option for the GMs to 'upgrade' a trusted guild to a 'royal' status or something that sets it apart from random start ups. Nothing over powering however, but maybe options to post up 'guild quests', where the guild funds the prize, but it could have the option of having an effect on a larger picture.) The only drawback to that is that it has the chance robbing the players from being able to influence results. With an AI, the players KNOW that their actions have an affect, however small, on the directions things go. However, with a human story teller, this just isn't as true. The story teller COULD simply decide to go his own way.
  15. robert4818

    MMO: AI controlled Factions

    Quote:Original post by AngleWyrm Quote:Original post by robert4818 If you and your guild start going into a nation's territory where there is no freedom of movement you start influencing the different decisions for each country. (I.E. You trespass in nation A, who decides to stop allowing trade into your nation (Nation B). This causes Nation B to declare war on Nation A. This will result in squads of young people deliberately violating border agreements in order to see their effect of starting wars. "Hee hee hee, we started a national war!" :) Maybe. But then again, the AI might go a different route. It might lead to an open border agreement instead. It might lead to just a trade embargo, which opens up smuggling opportunities. It might cause A to get C to trespass into B instead. Also, the concept is like that of influence from the base as a whole. So it might take more than just a couple of squads doing border violations to have a big effect. The key will be finding the proper balance so that things shift frequently enough to keep things interesting, but not so frequently to lead to chaos. I would expect that the AI's would run in "turns" (like in Civ) with each turn occuring once a week. Though its entirely possible that the AI's could run continuously.
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