Saturday, September 27, 2008

Of coops and combat and ai

In between Alexander taking his lunchtime nap and the rain and working on the chicken coop, I did some more combat code. Ive added movement points, calculated off a fatigue level.  Right now fatigue increases each round of combat and slowly affects how many move points per round you get, so the longer combat goes the less chance you get to flee, but this affects everyone in combat not just the PCs. Right now I think its set too high so testing will tell how it goes, plus it depends on how long combat lasts (how many rounds per average).

I’ve also been thinking about simple basic AI. I’m going to have a 1/2/3 range of intelligence on NPC’s. Level 2 would be your standard person, 1 would be for animals and dumb as rock monsters, and 3 for super intelligent.

Dumb monsters cant really make decisions beyond fight or flee.
Middle of the road enemies will be able to go ‘Hmm should I break out my bow and do some ranged combat or not?’
While level 3 monsters will have a little more flexibility in their thought control.

It wont be anything uber extravagant but it should be smart enough…

(Lets not talk about path finding for now.. hopefully combat maps wont require any full A* pathfinding….)

A quick edit; compare and contrast this screenshot with the previous one… small placement fixes…

image

Posted by Stu on 09/27/2008 at 02:51 PM Permalink to this post.
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Wednesday, September 24, 2008

Icons

Nothing really thrilling…

image

Posted by Stu on 09/24/2008 at 10:09 PM Permalink to this post.
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Friday, September 19, 2008

Wireless router died

Came home from work the other night and Joy asked me to fix the internet. None of the PC’s could get a dhcp lease. So I checked the wireless router and all its leds were lit up like a christmas tree.. It was well and truly hosed. Sigh…

This means no internet until a replacement arrives. I have a DLink DIR655 on the way to replace the old faithful DI624.  I have an 8 port gigabit switch (DLink as well) which all the pc’s are hooked up to, and this new WLAN router has 4 gigabit ports, which will be a nice upgrade, not that we will use all these extra ports since everything hangs off the switch.

Posted by Stu on 09/19/2008 at 09:19 AM Permalink to this post.
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Tuesday, September 16, 2008

Two years in development

Just past the two year in development anniversary mark… That sounds like a lot of time, but considering that I only do an hour or two a week sometimes and then sometimes nothing for a month, two years is not a great deal of time.

Things are still progressing however, and the combat engine is actually coming along nicely.

Posted by Stu on 09/16/2008 at 10:12 AM Permalink to this post.
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Something you would think would be easy

So I’m working on my combat engine right now, and its not your daddy’s combat engine from Ultima III that just spaces up to 8 guys on the screen opposite from you. No, this is a lot more complex.

Right now what I want to do is place the enemy combat icons on the map, and they could be placed in any one of 8 directions around the player.

What my script does is this;

 93:function LoadCombat(l)
 94:    local k, v
 95:
 96:    for k,v in pairs(l) do
 97:        CombatAddGroup(v.monster, v.qty, v.rows, v.distance, v.group1, v.group2)
 98:    end
 99:end
100:
101:function COMBAT_EVENT_GUARD()
102:    local l={}
103:
104:    -- 6 guards, in 2 rows, distance of 4 spaces from party
105:    l[1 + #l] = { monster = cbt_Guard,        qty = 5, rows = 2, distance = 4, group1=2, group2=2 }
106:    l[1 + #l] = { monster = cbt_GuardCaptain, qty = 1, rows = 1, distance = 4, group1=2, group2=2 }
107:
108:    ResetCombat()
109:    AddParty()
110:    LoadCombat(l)
111:    Combat()
112:end

Which equates to the “Guard” icon, there are 6 guards total arranged in 2 rows, at a distance of 4 from the party,

The difficulty lies in placing them on the map, moving actors around obstacles on the map, keeping them mostly in formation as well as avoiding putting them on the other side of a wall or something. When I say moving/placing I’m just talking about the initial row/col they start at on the map.

I’m sure I just make things harder for myself sometimes.

I want to add parameters for things like direction from party, so not everyone is just lumped north of the party, and a facing option, think if you surprised monsters from behind, they all should be facing away etc.

It also just randomised combat order too, which has to be changed to support surprising the party or others to allow certain groups first go in the first round etc. I also need to rebase that to use the physical fatigue stat, those with the lower stats should start before those with a higher fatigue rating.

Posted by Stu on 09/16/2008 at 08:04 AM Permalink to this post.
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Thursday, September 11, 2008

New PC

After spending several months acquiring bits and pieces, Last night I put together a new PC!

Quick overview;
* Intel Q9550 Quad Core 2.8ghz CPU
* Xigmatek SD964
* G.SKILL 8gb ram (4x2gb) 5-5-5-15
* ASUS P5Q-E mobo
* NVidia 9800 GT 512mb
* Logitech G15 keyboard
* Logitech G5 mouse
* NZXT Alpha case
* Corsair 450vx psu
* 750gb hard drive

After firing it up, it appears blue led fans and blue led lights are all the range these days. well I guess it will give me enough ambient light to work in the dark!!

It all worked quite well, I’m not sure about cpu temp’s tho, with my cooler + OZC freeze extreme paste (if I put it on right…) runs idle at 30C according to the bios, but I dont know how accurate that is since its a bios probe and not onchip sensors in the cpu (iirc…).

Anyway, now will begin the slow migration of all my files from my old laptop to my desktop, which will take a lot of patience as the laptop is bottlle necked by a 100mb lan connection, it will take days to transfer it, but I dont have the patience or disks to burn DVD’s and do it that way.

I tried to install alpha5 of the new ubuntu 8.10 release but the system does not like the new installer, it borks on my SATA where 8.04 installs just fine. I didnt try the alternate installer yet.. maybe I will do that before I go doing much work on the new box…

 

Posted by Stu on 09/11/2008 at 08:08 AM Permalink to this post.
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