ok, i'll get the fortune teller animation done before working on the kittens On Fri, Jul 24, 2009 at 2:58 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > I agree with Alan. We should def be working on the milestone stuff. I have > am messing with ai n stuff because my temple comrade Rorac is out of > commission and I think AI is very interesting. > > Hey Alan, is there a demand for good AI programmers in the world of > programming? I would love to get into that. > > > On Fri, Jul 24, 2009 at 11:44 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> we can do that head swiveling and stuff but i'd like to save that feature >> for later if possible. >> >> the side track is cool but i think we should still be focusing on getting >> the milestone done too so we can move on someday >> >> i dont want to be stuck with half a temple done for months more you know? >> >> you said the next milestone is going to be in a forest area right? how >> bout we get a proof of concept done for the kittens here and then we have a >> room in the forest next milestone that has the kittens in it (or we make >> them foxes or something) where we flesh it out more. >> >> On Fri, Jul 24, 2009 at 11:32 AM, eric <figarus@xxxxxxxxx> wrote: >> >>> Hey guys, what animations are we going to want for the kittens? >>> >>> Maybe laying down, sitting up from laying down, standing up from sitting, >>> sitting down from standing up and then laying down... 6 >>> >>> Hey alan, what do you think about making the heads swivel when the player >>> approaches but they are laying down? Not sure how to achieve that >>> >>> Any thoughts? >>> >>> Sent via BlackBerry from T-Mobile >>> >>> ------------------------------ >>> *From*: Alan Wolfe >>> *Date*: Fri, 24 Jul 2009 11:29:06 -0700 >>> *To*: <project1dev@xxxxxxxxxxxxx> >>> *Subject*: [project1dev] Re: Project1 - SVN Update 397 >>> >>> and hey, animation is probably going to have some kind of state based >>> system too. >>> >>> we might have seperate script files just to handle animation stuffs, and >>> have the regular scripts send animation events that trigger stuff in those >>> scripts. >>> >>> not sure yet, still trying to mind wrap how the animation stuff would >>> work best along side the scripting of behavior and AI >>> On Fri, Jul 24, 2009 at 11:07 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> oh man, have fun Kent! (: >>>> >>>> On Fri, Jul 24, 2009 at 11:04 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> Sweet deal. I see what you mean. I'll try to convert the kitty over. I >>>>> will be out for most of the weekend. I'm going to magic mountain and >>>>> hopefully comic-con on Sunday >>>>> >>>>> >>>>> On Fri, Jul 24, 2009 at 11:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> In fact, depending on how things go, we might make the state logic >>>>>> stuff be built into mobs so you can easily define states and requirements >>>>>> for them being able to enter different states and the game engine handles >>>>>> all that stuff under the hood, and just calls the mob functions defined. >>>>>> >>>>>> not sure yet though since we are still just playin around with that >>>>>> stuff obviously hehe :P >>>>>> On Fri, Jul 24, 2009 at 10:59 AM, Alan Wolfe >>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> hey kent >>>>>>> >>>>>>> you can do it however you want but you should seriously consider >>>>>>> doing state based logic. >>>>>>> >>>>>>> ie have a "CurrentState" variable to keep track of the current state, >>>>>>> and in your tick do seperate logic based on what CurrentState is. >>>>>>> >>>>>>> the logic might work like this (for example) >>>>>>> >>>>>>> ==Wander (starting behavior)== >>>>>>> >>>>>>> Walk in a direction for 0.5 to 2 seconds. >>>>>>> If near the player during any of this time, have a 25% chance to >>>>>>> enter MeowLook state >>>>>>> if near another cat during any of this time, have a 25% chance to >>>>>>> enter the Playing state >>>>>>> if you reach the end of the wander timer, there is a 33% chance to >>>>>>> enter the Cleaning state, else start the Wander state again >>>>>>> >>>>>>> ==MeowLook== >>>>>>> >>>>>>> Orient the cat towards the player, play the animation of the cat >>>>>>> sitting down and meowing. play mew sound effect at correct position in >>>>>>> animation >>>>>>> >>>>>>> After animation is finished, enter the wander state >>>>>>> >>>>>>> ==Playing== >>>>>>> >>>>>>> for 1-3 seconds, face the other cat and hop around. When finished, >>>>>>> enter the wander state. >>>>>>> >>>>>>> ==Cleaning== >>>>>>> >>>>>>> Play the animation of the cat getting ready to start cleaning >>>>>>> itself. For 5-10 seconds, play the cat cleaning itself animation. >>>>>>> >>>>>>> When done, enter the wander state >>>>>>> >>>>>>> =================================== >>>>>>> >>>>>>> see how that works? >>>>>>> >>>>>>> it's a pretty simple state machine but thats how basically i envision >>>>>>> our NPCs and other AI working. >>>>>>> >>>>>>> With AI they might have their own variables (such as how afraid, how >>>>>>> confident, how drunk etc they are) and those will influence what states >>>>>>> they >>>>>>> can or can't enter or how often they enter them, but the above shows the >>>>>>> basic idea. >>>>>>> >>>>>>> On Fri, Jul 24, 2009 at 10:44 AM, Apache User < >>>>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>>>>> >>>>>>>> User:korgath >>>>>>>> >>>>>>>> Message: updated kitties. they now run away slower. they now walk >>>>>>>> around a little slower too. the kitties now only face the player when >>>>>>>> hes >>>>>>>> close. otherwise they sort of look wherever. >>>>>>>> >>>>>>>> I plan on updating them to face the direction they are walking and >>>>>>>> maybe having them pause so they dont wander all the time >>>>>>>> >>>>>>>> Alan - I increased the play range to show you what I'm talking about >>>>>>>> sometimes the kitties dont bounce with each other. >>>>>>>> >>>>>>>> <Files Changed> >>>>>>>> U Scripts/Enemies/kitty.lua >>>>>>>> U Scripts/Personal/Kent/kenttest.lua >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >