We have a house now.
Weird.
We have a house now.
Weird.
Antsy about house closing tomorrow. Busy at work today.
Thinking about more advanced AI. The setup I’m using for the bird is about as complex as I’d like to make it without a more robust system. Specifically, I want to get into a ‘hierarchy of needs’ for NPCs. Personal safety, physical needs (food, water, rest), commitments/obligations (job, duty), recreation (having a beer, talking to the player, going for a walk).
Might be overly ambitious.
Signed on house, now we wait. We’ve been living in apartments for the last 10 years, so I’m pretty excited about this change.
In SRPG news, I’m trying to figure out two new components: pathfinding and positional audio.
This is simply the propagation of sound (in text form, of course) from a location to nearby locations. I’ve implemented a couple cases by hand by embedding sound descriptions in each location. This approach isn’t very sustainable/flexible, however. Some sounds aren’t always active, and some regions have a large number of locations in hearing range.
Instead, I’d like to build something more dynamic. There are a couple options:
I’m leaning toward the latter because it seems like overkill.
Right now there’s one creature that actually moves around: the bird. It follows a preset route with a couple cheats (basically teleporting when the player isn’t looking). This isn’t going to work well for NPCs that need more dynamic behaviors. For example, the Mayor needs to go to work in the morning, investigate a disturbance at the tavern at mid-day, and find time for a meal break before going home.
That means I need proper pathfinding. Fortunately, locations in the game already form a collection of linked nodes, and simple algorithms like A* should suffice. The NPC’s AI will select a destination, and on each tick they’ll move one step closer along the computed route. Things like doors and other barriers will pose a challenge.
Changes & Updates:
Changes & Updates:
Added a ‘smell’ command to SRPG, for those who like to dawdle and inspect the flowers.
Will be AFK until Sunday morning. I’ll be writing posts but won’t upload them until then. Friday, Saturday and Sunday will go up at the same time.
In related news, I’m aiming to have the second technical playtest build completed on Sunday. If that goes well I can get back into content creation to further flesh out the Prologue.
Technical Playtest Addendum:
Notes from Technical Playtest 3.22: