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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 …
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Behaviour Editor Brainstorming
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| | Behaviour Editor Brainstorming | |
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Deathbite42 Regular
Posts: 218 Reputation: -2 Join date: 2012-07-27
 | Subject: Re: Behaviour Editor Brainstorming Mon Jul 30, 2012 4:24 pm | |
| No, to be realistic, just make AI ETOs rarer, and player ETOs more expensive. |
|  | | Orygandian2 Newcomer
Posts: 39 Reputation: 3 Join date: 2012-06-26 Location: In the middle of nowhere, calling for pizza delivery.
 | Subject: Re: Behaviour Editor Brainstorming Mon Aug 27, 2012 7:50 pm | |
| Well, that actually can't happen, because if that ETO cannot live in a certain biome, it can't evolve there.
Let me explain:
Sardo
60% time in open ocean
30% time in coral reef
10% time in underwater cave (lays eggs there)
CAN'T SURVIVE ON BEACH!!
etc... |
|  | | ido66667 Regular

Posts: 394 Reputation: 4 Join date: 2011-05-14 Age: 99 Location: Space - Time
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 9:20 am | |
| Shall we use Boolian variables? I mean, If stands still or something = 1.
The org stands still. |
|  | | Brennus Newcomer

Posts: 70 Reputation: 0 Join date: 2012-07-04 Age: 16 Location: Canada
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 9:57 am | |
| I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore. In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. |
|  | | ido66667 Regular

Posts: 394 Reputation: 4 Join date: 2011-05-14 Age: 99 Location: Space - Time
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 10:50 am | |
| | Brennus wrote: | I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore. In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. |
The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it? |
|  | | ~sciocont Overall Team Lead

Posts: 3175 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 11:21 am | |
| | ido66667 wrote: | | Brennus wrote: | I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore. In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. |
The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it? |
For the few that do. If we make it easy enough to understand, more people will utilize it._________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
|  | | ido66667 Regular

Posts: 394 Reputation: 4 Join date: 2011-05-14 Age: 99 Location: Space - Time
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 2:06 pm | |
| | ~sciocont wrote: | | ido66667 wrote: | | Brennus wrote: | I know some of you will hate me for this, but I had an idea based off of something I saw while playing Spore. In the adventure editor for Spore Galactic adventures, there is a simple behaviour for creatures, which allow you to basically control everything they do. If you press ctrl while clicking on any of the behaviour settings (peaceful, neutral, agressive, etc), you get a much more advanced behaviour editor. A lot of people won't like going through the hassle of setting up complex behaviours for their creature, so we should definitely set up a simplified BE; that will appear first, and there should be a rather obvious option for more advanced settings. |
The AI system may be very complex, I don't think that alot of players will use it, So whats the point in making it? |
For the few that do. If we make it easy enough to understand, more people will utilize it. |
Please note that we need stuff simple, not for the few that want something... We need to program what most people like first, Than talk about what few people like. |
|  | | ~sciocont Overall Team Lead

Posts: 3175 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 4:31 pm | |
| If we program in simple ways to change AI without hard coding, it will greatly improve gameplay, since there will be more options, and it will save coders time by letting all of the other developers and players build AI. _________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
|  | | Calfeggs Newcomer
Posts: 47 Reputation: 1 Join date: 2012-08-27
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 6:49 pm | |
| Please don't quote the entire OP ~scio
For the use a part to do an action, add 'attack' as an option. I have a species in mind that has a hook-like tail for dragging dead animals and scratching stuff. |
|  | | NickTheNick Strategy Team Lead

Posts: 1148 Reputation: 91 Join date: 2012-07-22 Age: 17 Location: Canada
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 7:20 pm | |
| Please don't quote such long posts next time. Also, I don't believe we have met. Are you new? _________________ Look at how far we've come when people thought we'd get nowhere. Imagine how far we can go if we try to get somewhere.
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|  | | Deathbite42 Regular
Posts: 218 Reputation: -2 Join date: 2012-07-27
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 7:27 pm | |
| About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag" |
|  | | ~sciocont Overall Team Lead

Posts: 3175 Reputation: 99 Join date: 2010-07-06
 | Subject: Re: Behaviour Editor Brainstorming Tue Aug 28, 2012 9:27 pm | |
| | Deathbite42 wrote: | | About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag" |
Interesting_________________ Remember our goals: simplicity, science, and playability. Keep them in mind always. [OE]| [FAQ]|[Wiki]|[My Blog]  |
|  | | NickTheNick Strategy Team Lead

Posts: 1148 Reputation: 91 Join date: 2012-07-22 Age: 17 Location: Canada
 | Subject: Re: Behaviour Editor Brainstorming Wed Aug 29, 2012 4:38 pm | |
| | Deathbite42 wrote: | | About Calf's idea, "dragging" was accomplished in Spore 2005 using "verbs". These were like "part actions", except they could be combined. "Eat" + "Move" = "Drag" |
Yeah I was actually just reminded of that as well when I read his post. It is a very interesting idea because by defining several "base" verbs you can create a whole array of complex actions through different combinations. Different organism parts could even unlock different verbs. _________________ Look at how far we've come when people thought we'd get nowhere. Imagine how far we can go if we try to get somewhere.
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