Jump to content

Prosper

Members
  • Posts

    331
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Prosper

  1. I have some maps. Lark Center is a prison complex. The guards are robotic brooms and the prisoners are allowed hot tubbing. http://i.imgur.com/IKPiLfF.png http://i.imgur.com/rN4RU0t.jpg
  2. What is the minimum acceptable amount of dialog you want AI to have? How much does it matter to you that an AI has accurate and specific details about history? How many AI enabled NPC should there be in any NPC group? Is it acceptable for AIs to use their advantages to dominate you? What matters more: AI that strives to be creative or AI that goes with the best strategy based on a situation? Finally would you be willing to accurately process the AI enabled NPCs even when they are not visible to the player ?
  3. -Was infamous for being considered a troll on the internet gaming sites. -Banned repeatedly because people disagreed with his art and mods. -But was talented after all. (made his own game that earned millions of USD) Second question: Would you fire him if you received enough hate mail?
  4. First when you start a new game you set up 9 characters (like setting up a team). But you start off in the game as one guy. In fact it's only ever one guy/girl. But if that person ever dies you get to resume the game but with another character. You work your way up from scratch but the reputation of the prior dweller remains and completed areas. here is where it gets interesting. depending on how you rolled these other characters you may find it more/less difficult to resume where your fallen vault dweller left off. it would be interesting reading the reactions of npcs more or less forgiving or intolerant that you are a replacement. or maybe you aren't a replacement and decide to do things different. This is like in the old games with save/loading , you might do something you regret so you reload a previous save. Well now you at least in the case of death can attempt to retry what you failed or go a different way. that's pretty ddeep. *last minute idea* what if we allowed the other 8 to integrate into the world meanwhile you play the game as just 1 of the 9 . this would make for more interesting challenges depending on the decisions the npcs make before you need to live as one of them. 9 times the new vegas. 9 times the dialog. 9 times the gameplay. 9 times the work. 9 times the credit. 9 times the obsidian making fallout great.
  5. I made an AI which can self-discover, self-extend, and adapt all on its own. It's going to be exlusively in EFPE.
  6. YAy men! It looks sandy. http://youtu.be/OSPdXTdwD70
  7. I made particle collision. http://www.youtube.com/watch?v=K7ikWzYv398
  8. My campaign has been reinstated. I also posted an update as promised. http://igg.me/at/EscapeFromPopulationEarth/x/1199202 http://www.indiegogo.com/projects/escape-from-population-earth/x/1199202?c=activity (update/announcement area)
  9. I'm going to point out my campaign has been cancelled. The project won't be though.
  10. http://i.imgur.com/IKPiLfF.png I finished a map's basic design. Soon will be reconsidering if the art can be better done.
  11. Kickstarter is not the only way to setup funding for a purpose like hobby projects. Kickstarter fits under the same category as IndieGoGo. I and others call the category Crowdfunding. Kickstarter is notably different than IndieGoGo. I chose IndieGoGo because it is right for my needs. I see this as the only crowdfunding related thread, I see no official crowdfunding thread. I post here instead of making the official crowd funding thread because there is a chance I would just be redirected here anyway.
  12. I'm assuming this is a crowdfunding thread so my indiegogo campaign will be welcome. http://www.indiegogo.com/projects/escape-from-population-earth/x/1199202
  13. I made some art. http://i.imgur.com/0dXEg8R.jpg
  14. I made a crowd funding campaign. See my signature.
  15. http://i.imgur.com/yvVBxEO.png http://i.imgur.com/3zYfVZx.png http://i.imgur.com/cyjL7WY.png
  16. Study the areas of game development you won't be responsible for. This way you know better where you stand and also have improved odds of understanding where your coworkers are coming from when they ask you something or describe something to you. gamedev.net
  17. "I'm also wary that your code isn't extendable. What I mean is, enemies in your game - won't they use stats like the PC? You have a vector called stats, but shouldn't that vector be contained in a "unit" object? Unit can be a player or an monster of some sort." m_self is the name of a structure containing the basic entity properities like Strength, Charisma, Intelligence. If you would like more properties declare them in that structure and just as I do in my source code push those properties into the vector. All done. That is extensibility. "well, whenever, even if that code is contained in just a character generation screen, you want it deliberately executed by a call so that it's easy to disable when testing your game out." Init is not the player class constructor. Just a function I made that is part of the player class. If you are going to critisize my code point out where it is not doing its job properly. I still can't get over how incredibly well I captured stat allocation.
  18. In the past I have said creating an engine better or equal tofallouts' was easy. Well now I want to show you an example of why I believe Fallout as the game is easy to recreate as well. Look how genius this code is. All I had to do was think critically. std::vector<signed int*> stats; stats.push_back(&m_self.Intelligence); stats.push_back(&m_self.Perception); stats.push_back(&m_self.Strength); stats.push_back(&m_self.Charisma); unsigned int nStatPointsAllocated = 0; const unsigned int nMaxStatValue = 10; unsigned int nMaxStatsPoints = (nMaxStatValue * stats.size()) / 2; while (nStatPointsAllocated < nMaxStatsPoints) { for (unsigned int iii = 0; iii < stats.size(); ++iii) { signed int* snp = stats[iii]; unsigned int nToGive = roll_die(0, nMaxStatValue); if (nStatPointsAllocated + nToGive < nMaxStatsPoints) { if (*snp + nToGive <= nMaxStatValue) { *snp = *snp + nToGive; nStatPointsAllocated = nStatPointsAllocated + nToGive; } } } } So this code is in my player-class initialization function, which I use to give every player default values. Just look how masterfully I approached stat allocation in my character creation code. A large part of the most important experience when you start the game is shown here and complete. So simple and yet so fallouty. Here is a copy of the above code in an encrypted volume. (TruCrypt) The password for the volume is : 5ref0jsjINdG5unyoOam9fk Download Link for Volume: http://www.sendspace.com/file/3qizym p.s. I have no job.
  19. http://i.imgur.com/shgmzxl.gif why the earth stood still. .. If you thought that last one challenged the status quo. Wait until you see this one: http://i.imgur.com/LNsbF0S.gif Electricity Ala Mode http://i.imgur.com/thYZ8vo.gif
  20. Don't read my post? Don't post in my topic. Err... well yeah. If I don't read your post then I'm pretty unlikely to post a reply. Neither of us have the guarantee the other will interpret their words correctly. Whatever reaction you were hoping for in either of your posts can so far be dismissed out of hand.
×
×
  • Create New...