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Updated Research Web
Wed May 08, 2013 5:20 pm by NickTheNick
Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.

Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …

[ Full reading ]
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Aware Stage Combat 5 4.3 6
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 Aware Stage Combat

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~sciocont
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PostSubject: Re: Aware Stage Combat   Sat May 05, 2012 8:59 pm

Lost Time32 wrote:
Kraeken wrote:

Concerning this combat system, what of "cruise-control-esque" attacks/defenses such as having a nice spikey tail continuously
Move side to side? Or, if the creature possesses hedgehog like quills, could they be implemented to raise indefinitely (until out of danger or energy)

I concur with this plan. I assume that it could be implemented with ranged attacks as well like poison spit for example. You could have a projectile based attack have a "cooldown" period in which, after several uses, it has to "refuel or replenish" somehow. It is nothing more than an idea.

Yeah, this can easily be changed by the properties of the organ in the OE.

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nziswat
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PostSubject: Re: Aware Stage Combat   Sun Jul 01, 2012 10:48 pm

What if we could switch between the simple canned-animations and the complex version? that seems like it would be better choice because i personally
want to create my own custom attacks. It would be nice to use the physics engine to your advantage.
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Tenebrarum
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PostSubject: Re: Aware Stage Combat   Wed Jul 11, 2012 6:30 pm

nziswat wrote:
What if we could switch between the simple canned-animations and the complex version? that seems like it would be better choice because i personally
want to create my own custom attacks. It would be nice to use the physics engine to your advantage.
You'll have to create your own custom attacks, the procedural animation will most certainly be awkward and glitchy, and so the animation mini-editor will let you tweak to your heart's content.

If you want on-the-spot custom moves, we may or may not have a "fine-control" system to allow this, but I'm still unsure as to whether or not its been green-lighted.

Kraeken wrote:
Concerning this combat system, what of "cruise-control-esque" attacks/defenses such as having a nice spikey tail continuously
Move side to side? Or, if the creature possesses hedgehog like quills, could they be implemented to raise indefinitely (until out of danger or energy)


That's wonderful! We can just treat the automatic movements as instincts applied when these awkward weapons are applied. Unfortunately it still brings into question how the game tells the difference between an awkwardly placed weapon and a regular one.
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The Uteen
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PostSubject: Re: Aware Stage Combat   Thu Jul 12, 2012 11:17 am

Tenebrarum wrote:
Kraeken wrote:
Concerning this combat system, what of "cruise-control-esque" attacks/defenses such as having a nice spikey tail continuously
Move side to side? Or, if the creature possesses hedgehog like quills, could they be implemented to raise indefinitely (until out of danger or energy)


That's wonderful! We can just treat the automatic movements as instincts applied when these awkward weapons are applied. Unfortunately it still brings into question how the game tells the difference between an awkwardly placed weapon and a regular one.

We could probably just leave this as optional, theoretically the behaviour editor should be able to do it.

Idle -> Swing tail
Eating -> Swing tail
Walking -> Swing tail
Fleeing -> Don't bother, just run for your life!

Something like that?
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MeowMan1
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PostSubject: Re: Aware Stage Combat   Fri Jul 20, 2012 7:57 pm

Wait...What?
I do not understand.
how could you eat by swinging your tail?

I am confused. Suspect
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The Uteen
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PostSubject: Re: Aware Stage Combat   Sat Jul 21, 2012 4:08 am

MeowMan1 wrote:
Wait...What?
I do not understand.
how could you eat by swinging your tail?

I am confused. Suspect


That was an example set of behaviours to make an organism swing it's tail a lot of the time - If the first action is underway, the second action is triggered. It doesn't cover how it eats, walks, etc, only that if it does, it swings its tail.

For how the Behaviour Editor actually works, see the Behaviour Editor Brainstorming thread, and not that post, as it's rather outdated now. Wink
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MeowMan1
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PostSubject: Re: Aware Stage Combat   Sat Jul 21, 2012 7:21 am

Ohhhhh.
Thankyou for clearing that up for me. Smile
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Tenebrarum
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PostSubject: Re: Aware Stage Combat   Sun Jul 22, 2012 6:42 pm

The Uteen wrote:
We could probably just leave this as optional, theoretically the behaviour editor should be able to do it.

Idle -> Swing tail
Eating -> Swing tail
Walking -> Swing tail
Fleeing -> Don't bother, just run for your life!

Something like that?

You misunderstand me. The issue isn't figuring out when to perform the action, the issue is determining when the attacks of a certain weapon(s) should be handled by the AI rather than the player. What makes the system note that the appendage is uncontrollable for the player?

Presumably we could just have the player decide, but then we're back to the problem of how to control a backwards-facing weapon rather than a forwards/side-facing one if the player refuses to mark the belgiuming thing.
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~sciocont
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PostSubject: Re: Aware Stage Combat   Mon Jul 23, 2012 11:48 am

Like I said before, animals usually have only one main defense mechanism. They've evolved some system that works for them and keeps them safe. If a player creates an organism with more weapons than they can keep track of, tough Belgium for them, they'll die and learn a lesson.

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Tenebrarum
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PostSubject: Re: Aware Stage Combat   Mon Jul 23, 2012 12:01 pm

~sciocont wrote:
Like I said before, animals usually have only one main defense mechanism. They've evolved some system that works for them and keeps them safe. If a player creates an organism with more weapons than they can keep track of, tough Belgium for them, they'll die and learn a lesson.

I know, but the game would glitch out I think.
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~sciocont
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PostSubject: Re: Aware Stage Combat   Mon Jul 23, 2012 3:31 pm

Tenebrarum wrote:
~sciocont wrote:
Like I said before, animals usually have only one main defense mechanism. They've evolved some system that works for them and keeps them safe. If a player creates an organism with more weapons than they can keep track of, tough Belgium for them, they'll die and learn a lesson.

I know, but the game would glitch out I think.

Why?

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RagingBeaver
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PostSubject: Power to the people   Mon Aug 13, 2012 5:04 pm

when a player is able to design a creature to the tiniest of details why would the creature's combat be any different ... as previously mentioned on this topic a certain pattern to a creature's organism can't be predicted so why not give the player a tool to design his own combat; something like a generator in which the player can develop simple moves like tackling( a result of certain player selected contractions of muscles and bone movement) , more complex ones such as biting (assuming the creature has the exact requirements for a mouth), or even patterns that act like simple strategies (EX:spit to confuse, lounge to reach, scratch to deal small damage and to grasp the target, and a creative player made move to finish the pray off). i know this is light years away from the combat you plan for the next stage (correct me if i'm wrong -i am a new user Very Happy - but you plan to make it similar to mount and blade) but think of the possibilities , and after all isn't a never seen level of customization what you are looking for? also this generator for player made combat moves can be applied to later and earlier stages. i hope i made some sense since i am not that acquainted to this project but i can tell that it is amazing already Smile hope it helps cheers! cat
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PostSubject: Re: Aware Stage Combat   Tue Sep 04, 2012 12:48 pm

If were talking about combat, could there be natural breath weapons?(like breathing fire or acid)
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Calfeggs
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PostSubject: Re: Aware Stage Combat   Tue Sep 04, 2012 5:05 pm

Raptorstorm wrote:
If were talking about combat, could there be natural breath weapons?(like breathing fire or acid)


That sounds interesting!


And, a creature I have in mind has a tail with a series of hooks on it that serve as a weapon, and a method of dragging dead prey. Would this be possible? It normally just drags behind them, or curls just above the ground.
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MeowMan1
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PostSubject: Re: Aware Stage Combat   Sun Sep 09, 2012 7:44 am

Very interesting idea.

I can't see why not.

Sounds perfectly possible.
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