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Messages - willraman

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16
Sounds like you have something brewing already. In this case, why not expand your FSM into 2 HFSM loops? One controlled by a leader and one that is ran through for each NPC agent. The leader's HFSM decisions could be a sub branch of the NPC it leads.

The leaders HFSM might not necessarily have the same actions but are more goal oriented grouped actions. For example, KillTarget (follow target, switch weapon to range, attack), GuardArea (move to x/y, look for enemy, rest), etc. If you want a mindless NPC, put the leader's decsion at the top.

17
Early Dev / Re: Expedition v0.1.8 Call For Playtesters
« on: January 15, 2011, 10:35:04 PM »
Awesome game!  ;D

Reminds me of the old super nintendo game uncharted waters. I loved that game.

18
Early Dev / Re: Legacy of a Warlord
« on: January 13, 2011, 07:40:28 PM »
Sorry to hear it didn't work.  I really need to make a user status update on load progress.

It should take about 10 seconds to generate a map and characters. There is a logfile.txt that is created that might give an indication where it stopped.

The libtcod does provide linux support so I'll do a proper release for linux as I get closer to beta.

19
Early Dev / Re: Legacy of a Warlord
« on: January 13, 2011, 08:18:40 AM »
Had a breakthrough. Wrote up a A* caching system that allows 4,000 simultaneous mobs to move around and battle it out. Double the goal of 2,000 I was hoping to achieve for this project. I am posting that revision this Saturday.

Now to start working on more content. I want to add boss monsters to the bottom level of sinkholes for players to fight against and collect rare loot.

I posted a new story to http://willraman.tumblr.com/ with screenshots of testing this new code. Have a few minor bugs to work out.

Will

20
Hi Everyone,

I just released the latest version. Most notable feature is that you can save now. I think this was one of those milestones for the project that was probably deterring a lot of folks from playing.

Site: http://www.legacyofawarlord.com/

I'm sure it has other problems but I am working hard to overcome those obstacles.

If you try it, I would like to have your feedback.

http://www.legacyofawarlord.com/frum/

Finally, if you want to read my rants and follow my dev process, crazy as it is, http://willraman.tumblr.com/

Thanks a lot and happy gaming.

Will


21
Programming / Re: Tracking targets
« on: January 04, 2011, 10:07:33 PM »
What I am trying to understand is why the need to have observed item call back to an observer? Wouldn't the observer have to then tell the item, "Hey I'm not interested in you any more..." if the AI found an item that was closer or better or the AI changed it's mind when it was attacked?

I'm trying to wrap my mind around a scenario of why the observer is better then what I currently use. That is a list that stores the items and returns a not_found (NULL) flag if the item was removed from the list when the AI checks each turn if it should continue moving towards the Item's location.

Will

22
Programming / Re: Tracking targets
« on: January 03, 2011, 06:41:34 PM »
In response to the OP. I have a map of vectors that act as containers for ground items. The items exist in a container, always. Either an item container on the character, or a container on the ground.

When the AI node needs an item, the item of interest ID is stored in memory of the character, and the AI state determines what it wants to do with that item and finally there is a an X,Y coordinate pair of where it needs to go. If it needs to, it can quickly open the container to check for the item to make sure it is still at the location or completely forget about the item if it's AI state changes (like it was attacked or decided it is really tired).

Not sure if this is the most efficient means. Yet it works great for when I drop several items in adjacent map squares and each item is considered a stack. As an example in Legacy of a Warlord one of the army members eat his fill, drops the item and then the next guy in line walks on top of the container, picks up the item and eats his fill... then the next guy seeing that all the food was eaten, goes back into food hunt mode shoots out some LOS rays and sees the square next to him has food and walks over to it to repeats the community eating process. Then all his hungry buddies seeing that the item is gone, do the same thing (go into hunt mode), target the item on the tile that was next to the one their original item was at or stop eating and go attack a goblin that wandered to close.

Will

23
Early Dev / Re: Legacy of a Warlord
« on: January 02, 2011, 08:19:33 PM »
Couldn't enter a sinkhole using enter. Read the manual and kinda gave up expecting it be a case of the alpha blues. Looks like it'll be pretty neat though, hope it sees a release in the future.

May I ask what OS/keyboard you are using? I'll have to try to expand my testing to capture why enter key wouldn't work. This has me puzzled but I'll log the bug and do my best to fix it.

Thanks for the feedback!

24
Early Dev / Legacy of a Warlord
« on: January 02, 2011, 08:05:49 AM »
Hi Everyone,

I am glad I finally followed through and built a roguelike. I welcome you all to come and try it out and give me your feedback. I'd call it a 50% done alpha product. I'm just guessing though, maybe it's more or less? Its a little buggy but I think I have something brewing that will shock and awe, (eventually, I hope, maybe?).  ;D

Glad to see the site is back online. I was wanting to post here after my release.

Legacy of a Warlord site: http://www.legacyofawarlord.com/

Well. I'll see you around and I am off to get some rest. Releasing roguelikes is hard.

Will

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