[project1dev] Re: Project1 - SVN Update 397

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 24 Jul 2009 15:02:44 -0400

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
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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