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Messages - Jacoo

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1
I think I might just implement new game features for now, rather than attempting to rework this version.

So, if all goes well, I will start adding monsters, content, and crafting into the current single player version.

As mentioned on my blog, I will keep it quite silent, but, if anyone is interested in getting a copy between releases, then contact me directly please with a PM on this forum.

2
Hi again,

Current development status is related to the network code. I have managed to create a protocol for network communication. The source code metrics show the line count at 6000, and not too complex to manage.

I think though, with the way I want to code the cloud AI, and the interaction between the monsters, npcs, and player(s), I want to rework the engine code a little.

3
Dev update:

I have been working on this game continuously, but havent posted here for a while, so here is a quick rundown of recent efforts:

Monster AI has had some background work done. I added a Kohonen SOM "brain" to them, which can learn. This is switched off in my code, and I'll activate it when i get more time.

Ogg support is added. The game plays various background music scores during transitions. I will have a whole set of themes, which should make the game more interesting.

Network server/multiplayer. I spent a few days over 2 weeks writing a UDP server, and am currently adding in network support into the game. It should take a week or two more. Im hoping to have this in place for the next release.

v0.07a is taking a while longer to release. I dont think people are much interested really in the current release schedule of each week, So I decided to add in more engine code for now and will release v0.07a in a week or two from this post.

v0.07a is to have multiplayer support, where 2 "@"s can move around the screen, each controlled from separate clients.

4
Traditional Roguelikes (Turn Based) / Re: SurviveRL (now at v0.06a)
« on: August 23, 2013, 06:19:51 AM »
I managed to clear up the 3D terrain generator for landscapes. I placed "test item" randomly spawning throughout the world. These will become reagents, similar to Ultima Online. Probably for v0.07a

I need to finish off (80% complete) the code for item drop and pickup. Should be done for v0.07a

v0.08a should be the generation of dungeons and cities

5
Video of the Ascii 3D terrain on Youtube now:

http://www.youtube.com/watch?v=1IQfPeI5vp0

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Programming / Re: Kohonen SOM in monster AI
« on: August 16, 2013, 09:50:42 AM »
I took the plunge and added in the neuron map to the monsters last night. At the moment though, its not used in the code. I'll connect it to the AI probably on Sunday or Monday after the weekend. So now they have the ability to learn unsupervised, but dont.

The 2D neuron map will be used as a weight matrix together with dynamic rules using expression trees. When it is necessary to choose a rule behaviour, it will use the neuron map as a part of the decision making.

Scenario:
If a player always seems to attack early on without magic for example, the monster race will have learnt this, and can decide on how to attack instead of just an uneducated rules set.

For the future:
I'll eventually put the AI in the cloud, and decouple it from the server and client, using it as a plugin. As players throughout the world play SurviveRL, it will train the collective cloud AI, so that all players will notice how the monsters have adapted based on the global player base.

This will be about 1 months work to do, and I'll do that in a few months from now, but is where I want to take the AI in SurviveRL.

It was a main reason why I chose an Ascii terminal for now, to concentrate on the mechanics.

Again, any comments on this appreciated. I'm capable of coding all of this quickly, but don't want to waste time if it seems overkill or not fun to play.


7
Programming / Kohonen SOM in monster AI
« on: August 15, 2013, 02:46:32 PM »
I'm currently pondering on implementing a Kohonen SOM in SurviveRL. The code for the neural network is done, and ready to integrate into the monsters.

Here's how I imagine it working:
  • Every combat action performed by a player is recorded in sequence until the monster dies
  • When a monster dies, the playes combat actions are used as input data to the SOM for that monster race. It updates the AI of that monster race on a new thread
  • When the AI has been updated, it flags an event in the game
  • All subsequent monsters in that race form a collective on that trained map, and immediately react to how to combat the player

In other words, the monsters learn the players attack pattern, and can base their attack on how a player is probably going to attack during combat.

I've got a network of 100,000 neurons training in around 1-2 seconds. Which is about the same size as a worm or ant or something.

Any comments?

8
Traditional Roguelikes (Turn Based) / Re: SurviveRL (now at v0.05a)
« on: August 12, 2013, 10:06:56 AM »
Upcoming for v0.06a is a 3d perlin noise terrain generator:



also, with trees and water:



I used contour colours to display the various layers in the terrain. Movement up and down mountain sides is automatic as the code detects the player position and changes height accordingly.

It's been fun walking around the dynamic landscape, looking at lakes, mountains and other landmarks.

I might modify the dynamic terrain generator a little, for biomes as time goes on.

9
Traditional Roguelikes (Turn Based) / Re: SurviveRL
« on: August 08, 2013, 05:08:42 AM »
Next version 0.05a should be released tomorrow (9th August 2013) with a proper UI framework in place.

Take a look at it here: http://www.indiedb.com/games/surviverl

10
I added combat and permadeath in. Without those, it was pointless to run the game.

As each day goes by now, I will add new monsters. Take a look at the game at:

http://surviverl.shoutwiki.com/wiki/Main_Page

11
Yep, I'll keep it ascii, but through plugins, allow other people to decide how to display the game in other ways.

Most of what is happening onscreen will be accessible through an API, from the current game window, to player stats etc.

12
Im back from vacation so expect development and announcements to restart on a daily basis. I wont post much here from now on, please check the devblog and wiki for daily information and builds to download.

13
Great.

I can send you over a version later today if you PM me your email address.

14
SurviveRL

About the game

A game where survival is the key! You can build, craft, fight, and lots of other things in a fantasy world that continues to evolve even when you watch. Full modding and scripting support is already in the game, more details on how to use those features coming soon

Some mechanics include:
  • Combat  (added)
  • Crafting
  • Resource gathering
  • Housing/Fortress creation and defense
  • Skill Trees
There is a development blog for this game found at: http://surviverl.blogspot.com

Latest version: v0.06a  22nd August 2013    Win / OSX / Linux

Download

Download the game from the links on the Wiki or from IndieDB at http://www.indiedb.com/games/surviverl

Wiki is online at http://surviverl.shoutwiki.com/wiki/Main_Page

Screenshot


New in v0.06a
  • 3D ASCII terrain generator
  • Random "test item" spawning throughout the landscape (use Ground view to see them)

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