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Showing content with the highest reputation since 04/06/2021 in Posts

  1. 23 points
    Made some progress on my visual gui editor for intersect. Cant wait to release it
  2. 21 points
    Beta 7 Performance and Feature Updates (a.k.a 'The Leafling Wrap-up') 4/24/2021 Preface People are always asking how many simultaneous players can Intersect handle this writeup will go on to tackle that question somewhat. Unless you've been living under a rock you probably know that Leafling launched on Steam in December. Despite a rocky start, Leafling's launch was very successful with peak online players hitting a highs in the 190s-200 range despite lots of performance issues and constant server crashes. This was the first opportunity to really work on performance profiling, debugging, and improving an engine with thousands of daily users so I volunteered to help improve performance and fix bugs within Leafling given that the solutions would be back ported into Intersect Beta 7. A lot of the qol, looting, npc logic, and other misc updates were done by @Cheshire - so big thanks to her, and other performance fixes came from @panda as well, so everything below is entirely a team effort. At this point in time Leafling is running very well, the server can run for days on end without crashing, and game performance is as good or better than ever. All the updates that we've made to Leafling (and some unintended ones) are already in B7, or will make it into 0.7.0.112. This thread will go on to list and detail most of the changes made in Beta 7 since December. I figured that we outta get these documented/published somewhere here on AGD. Special thanks to @Aesthetic for letting us use Leafling as a guinea pig, who never complained, even when we released chains of updates that seemed at the time to be making things worse and worse. There is a TLDR at the bottom if you find that you don't care about the specific details. Thread Pools & Multi-Processing (Ref 1) Server architecture redesigned around thread pools Thread pools will spin up threads as needed and each thread can run on a different cpu core allowing for full usage of todays processors with 8, 10,. 12, 16, or more cores. Each thread pool can be configured, you define the minimum and maximum allowed threads. There are three main thread pools in Beta 7 Logic Pool: Handles map updates, and allows multiple maps to update/process at the same time. Network Pool: Handles sending, receiving, and processing packets. Database Pool: Handles most database operations such as saving players, writing logs, and more. Network & Packet Updates (Ref: 1, 2) Serialization: Replaced Ceras as the library we used for packet serialization with MessagePack-CSharp because some of Ceras' unsafe memory allocations would crash under Mono (on Linux and Windows) Compression: All packets are compressed now because there are some users who still have <1mbit up/down here in the US, and without compression we would effectively DDOS those players with general game/entity/combat updates. Auto MTU Negotiation: The Intersect server will communicate with clients upon connection and negotiate the best MTU value possible instead of assuming 1400 or so. Honestly no noticeable performance difference came from this but it doesn't hurt to have. Reliable vs Unreliable Sending: Some packets are now sent unreliably, which means that we don't care if they get lost like combat action messages. Every packet we can send unreliably takes load off the client and server with keeping track of packets being received and the order they arrive in. Batched Updates: For some packets like vital, stats, and status updates, the server will wait (maximum 50ms) and send grouped together in one larger packet instead of hundreds or thousands of updates in real time. This leads to the same information making it to the client without a perceived delay and cuts down on network traffic and processing requirements significantly. Database Updates (Ref: 1) We're finally using Entity Framework (our db interface) properly! Db connections are created for short operations (like logins) and then disposed of. Resolved rollback issues where players would lose exp and levels. Resolved an issue where players who have logged out would be kept in memory forever. Huge performance improvements/gains. Client Updates (Ref: 1, 2) Cycle through targets with auto target (default tab key) Esc key closes open windows Enter key progresses through dialog windows where applicable Entity box (hud) is static Memory leak fixes in entity box & party menu Fixed crashes/performance issued caused by Tooltips Server announcements are shown on screen Map Item/Looting/Bag Updates (Ref: 1) Server config.json will allow you to set a loot radius in which loot will show up in the loot window and can be grabbed from. Dragging items from inventory into bags work instead of right clicking, and you can drag into specific/desired slots. When withdrawing/depositing/selling/dropping items the existing quantity is automatically populated into the numeric input box instead of 0. Event, Player, and NPC Upgrades (Ref: 1, 2) Dozens of event processing, conditional checking improvements. Change name event command Reset radius for npcs Movement type static for npcs (never move, even when engaged) Individualize loot option for npcs (intended for bosses) where all attackers and their party members can receive individual drops. -- Now togglable via the Npc editor Use caching for event positions allowing quicker lookups General optimizations to the player update function Combat Updates (Ref: 1) Stat calculations fixed Npc targeting/logic updated to be smarter Server config option to disable combat messages being shown in the chatbox Hotbar will autocast if a hotbar key is held down API Updates (Ref: 1, 2) Users Search and sort users list endpoint results by name or email address Change user names Delete users Track registration dates, last ip address, and total playtime Players Search players list endpoint results by name and email address Sort players list endpoint results by name or rank Change player names Delete players Track creation dates and total playtime Chat Logging (Ref: 1) Thanks @Mighty Professional for this one! If enabled chat messages will be logged to the logging database. Chat logs can be retrieved and viewed using sqlite viewer or via api endpoints Metrics Collection (Ref: 1) If enabled in the server config, the server will keep track of how fast or slow it's running. Includes stats on active maps, players, entities (players + npcs), events, map update times, thread pool utilization, packet counts, bandwidth, and more! Metrics can be fetched via the API and used in external applications for realtime performance monitoring. TLDR; Key Takeaways We've now had an intersect game with over 190 simultaneous players, and I'm confident that it can handle more! The Intersect server is now optimized to take much better advantage of multi-core and multi-cpu systems. There are a few new features and quality of life updates. I'm sure I missed a dozen or more changes in this list, we changed so much in short amount of time in order to optimize performance. We're still cleaning up a bit from all these changes, but Beta 7 is already far superior to Beta 6 if you are planning on publishing your game to have dozens or hundreds of players online at a time. Excited for other games to launch on Steam and test Intersect's capabilities further! Going Forward The plugin system is still a goal of ours to get running well, right now it's in bad shape but we will be getting back to working on it. Outside of that the next major feature I intend to tackle is Instancing. I'll also be sharing more details on my side project (Intersect Dashboard) very soon with closed alpha/beta signups.
  3. 16 points
    OniSensei

    Intersect GUI Editor

    Hello! So one of the biggest hurdles I have faced while using the Intersect Engine, is editing the GUI. Any big changes require a lot of work, and while it isn't difficult to edit the JSON files and figure out what does what. It does take time, and constant reopening of the client to check the changed. I decided to make a tool that will load the Intersect Engine GUI JSON files and give you a visual editor for them. It simplifies the JSON file into a TreeView that is easy to edit and save. Currently this is limited in what it will show but I will be adding much more to this tool. This is the initial alpha release, there will likely be bugs Please tell me about bugs! This project is Open Source though it is coded in VB.NET and I am trash, be thankful this even works lol. Preview: Download: https://github.com/OniSensei/Intersect-GUI-Editor/releases/tag/1.0.0.0 Source: https://github.com/OniSensei/Intersect-GUI-Editor Make sure to copy and paste the contents of your Client > Resource > gui folder to the editors gui folder, and replace any images in the resources folder that you would like. The custom font is still experimental at this time but in theory it should work, you can change the font by putting a .ttf file into the font folder and changing the font in the settings window (cog icon). Please let me know if you have any suggestions, I would love to hear them! And follow the development here: https://github.com/OniSensei/Intersect-GUI-Editor/projects
  4. 13 points
    OniSensei

    Today I did this on my project...

    Finished all the layout > menu windows, time to start work on the layout > game windows. Some things are kinda wonky due to the hierarchy of the json file and the form components used to generate the visual aspect. I also added this neat little toggle-able grid overlay to help with coordinates. Also started a github for the project, its coded in VB.NET and I'm not a good coder by any sense so you get what you get xD you've been warned. https://github.com/OniSensei/Intersect-GUI-Editor
  5. 10 points
    wishy

    Today I did this on my project...

    toying around with buildable structures
  6. 10 points
    Beefy Kasplant

    Today I did this on my project...

    With help from @Daniele Santana
  7. 9 points
    OniSensei

    Today I did this on my project...

    Oh man, this weekend was full of progress! Only 13 more json files to deserialize then some clean up and minor tweaks!
  8. 9 points
    OniSensei

    Today I did this on my project...

    Making progress! About 50% done deserializing, and only the location/size/image edits are shown/loaded atm so i want to fine tune everything once im done and add that stuff. So for example if you change hidden to true it should hide the visual component and right now it doesnt do that. But eh. Progress!
  9. 9 points
    George

    Today I did this on my project...

    new title screen and logo?!
  10. 8 points
    Agoraphobic

    Labyrinth Hearts Steam

    Labyrinth Hearts Engine: Rpgmaker MV Release Date: 4/26/2021 8:00 a.m Created by: Knightmarish Games Labyrinth Hearts is a single-player GACHA game that captures the GACHA experience without pay-walls (to progress), ads, or risk of GACHA addiction. It utilizes a side-scrolling battle system, with dialogue and battle events throughout the game. Play through the story mode and train your characters in Skirmishes or Quests. In addition, upgrade your town and elemental arenas to enhance your team's power. A typical play-through has you collecting characters through a summoning/exile system and increase their STAR ranking by befriending them. You gear up in town, clear Skirmishes, and elemental dungeons to increase your team to be able to proceed through the story. The maximum level is 999 and their is no power cap. If you are interested in the game (or helping an indie developer) please add to your wishlist and purchase on 4/26/2021! Thank you for your consideration, and I look forward to everyone playing! -Jamie Justice https://store.steampowered.com/app/1584360
  11. 8 points
    XFallSeane

    Today I did this on my project...

    New homepage for CMS V2.1
  12. 7 points
    How did I just notice this now.
  13. 7 points
    Zetasis

    Today I did this on my project...

    I added sound when switching beams as well as a little flash on the beam icon. I also added a high light to the player when they go behind things such as doors. Embedded Video Link
  14. 7 points
    Lunam

    Today I did this on my project...

    Today I will be finishing up the northern part of my Tutorial Island I've named Breakwater Isle. Im not sure I like the beach from this height. Walking around with my character doesnt seem too bad, kinda gives me an Ark: SE feel with all the rocks and palms. If you can't tell, the dense wooded area is elevated off of the beach using cliffs. The blank part in the NE corner will be a smoothing ramp to connect the beach to the inner island.
  15. 6 points
    OniSensei

    Today I did this on my project...

    Its done! Just some minor tweaks and ill be releasing it! She ain't pretty, but she gets the job done.
  16. 6 points
    Blinkuz

    Today I did this on my project...

    This is a very minimal change but I have added 2 new inputs to control the probability in which a HOT / DOT is applied and another for a percentage of the total damage amount that each tick would apply, this because by default HOT / DOT and because each tick is equivalent to being hit by the main skill several times.
  17. 6 points
    Richy

    Today I did this on my project...

    Been a minute, but this is some mapping I did recently.
  18. 5 points
    Zetasis

    Finish this dinasour

    Check mate.
  19. 5 points
    Oddly

    Today I did this on my project...

    Hadn't posted my updates for a few days. Made my first sprite which gave me ideas on the art style and theme of the game I'm developing I researched the usage of Perlin Noise Algorithms for the purpose of procedural world generation, and coded some test algorithms in python which I will be implementing into my game later written in C++. Learning to create land masses gave me some ideas about the mechanics of my world and how the world will be generated, which will later take temperature, pressure, humidity, etc into account in order to generate biomes. I have plans to also create some sort of seasonal-farming system now. Created my first walking animation. (still need to convert this into a sprite base with paper doll and wanna add animation to the hair, but thats all in good time. Started developing some world objects to kinda define an artstyle for my project, its not done but it is progress
  20. 5 points
    Modified OP to state that all of those changes and more will be in 0.7.0.112 which is building now.
  21. 5 points
    Beefy Kasplant

    Drop items

    Would be nice to make that a toggle. Otherwise people in party's will have a massive advantage over solo players.
  22. 5 points
    Niko

    Today I did this on my project...

    Be careful while innocently adventuring, you never know what you might be interrupting...
  23. 4 points
    Erassus

    Today I did this on my project...

    Working on elixirs that change the hairstyles. When a unnequip the item of the hairstyle (Essence) the autorun event will execute autoequip that, so this prevent that the head is bald. Also, the npc dont give another elixir if already one exist in the inventory, so this prevent duplicated hairstyles. If you use another hairstyle elixir, the old will be erased, to prevent only one hairstyle in the inventory and no duplicates. Login menu: Esc Menu in-game: Some gif of the UI, all made from photoshop and editing the .json files, took me 2 months! (January and February)
  24. 4 points
    Lunam

    Today I did this on my project...

    I finished up my Character Creation, where I definitely took inspiration from Leafling and used checkBox Buttons instead of the combo box Once the player reaches lvl[20,50,80] they will be able to upgrade their class to a more powerful one!
  25. 4 points
    Lunam

    Today I did this on my project...

    Dude that is badass. I definitely wanna play when it's ready
  26. 4 points
    jcsnider

    Game/Developer Licensing

    You are not required to distribute the license with your game -- the MIT license on the client is a do whatever you want license
  27. 4 points
    Hi everyone, usually we do not disclose punishments however @JackSoda has been banned from our forums. We operate a 0 tolerance policy for scamming on our forums. If a situation like this has happened to you please speak to a member of staff on the forums via PM. We will only be able to act if you have proof of your claims. Regards, Kibbelz
  28. 4 points
    Lunam

    [Tutorial] World Building

    World Building The Basics Part 1 of ? This will be an ongoing tutorial as the Engine develops and we gain more access to World Building-related features. I haven't seen a World Building Tut on the forum, so here it is! This tutorial will also ONLY use FREE software, as it's completely unnecessary to fork over loads of cash for a good World. What is it? Can I do it? What makes a good world? These are the questions you may be asking yourself in regards to World Building and the answer is simply; Yes. In this tutorial I'll introduce you to general World-Building aspects, but focus mainly on World Building as it applies to Intersect. You could then take this knowledge and apply it elsewhere, and likewise you can apply knowledge learned elsewhere to Intersect, but there are plenty of AMAZING video tutorials out there teaching you how to build great worlds in general, so I'll link those at the bottom. But you're here because you want to make beautiful and believable worlds in Intersect, so let's not waste time. What is World Building I mean, it's in the name lol. It consists of various smaller "Buildings" such as: Story Telling, Character Creating, Map Making, and more! You build worlds for Video Games, Books, D&D, etc., following logic and the Aspects of world building. The point is to make the game world feel alive to the player, making it easy for them to imagine themselves in this world. Tools of the Trade This tutorial will only consist of FREE(completely free, or a free "basic" version) software, available to anyone, so worry not my friends! Aspects of World Building World Building YouTube Channels This will End Part 1 of the World Building Tutorial, more will come once I World Build some good/bad examples in Intersect and flesh out the details. I really hope you enjoyed this and I hope even more that this helped you! Until Next Time!
  29. 4 points
    Ambard

    Today I did this on my project...

    Making the the game play more intuitive. Using animated mouse over icons and animated quest marks. Navigation between areas and lands.
  30. 4 points
    Lunam

    Introduce Yourself Thread!

    Hey there! My Name is Keith(and yes, thats a pixel-art Keith I made myself lol). I'm a mid-western man(USA:EST) with a passion for creativity. I love to World Build, though most of my world concepts never leave my head. I have experience in coding(.NET, C#(minor experience), and a few others), minimal pixel art design, and have the imagination of a 10yo with the complexity and maturity of my age(so a raging imagination lol). I love gaming and indie game development but i have a HUGE motivation problem. I've never finished a digital project, and I've started countless. I stumbled upon Intersect after looking for the Eclipse engine that apparently is no longer supported(Used it waaay back in the day, and remembered it and tried to come back). I actually find Intersect engine superior because 1)Its not VB6(THANK GOD!) 2)C# is far more versatile and 3) the process of development has been streamlined quite a bit. I've already started a project that I pray and hope i don't lose motivation for. I've been researching some tactics to keep motivation high and have been good so far. I have a nearly complete tutorial in my game project with detailed maps and various Crafts and resources. Intersect is probably my favorite now as far as 2D retro ORPG style engines go. I've used Unity and more recently, Godot(way better than Unity imo, more streamlined and easier to use) and am fairly decent with Blender. I'm excited to be apart of the community and I actually plan to hopefully implement some features into the Engine itself and share them with you If i get around to that and I don't lose motivation lol.
  31. 4 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    Hello everyone, Here is some news from version 2. I have started the administration, the news and pages parts are finished. I'm working on the rest of the features as quickly as possible ^^
  32. 3 points
    Beast Boyz

    Finish this dinasour

    ARISE MY CREATURE !
  33. 3 points
    trollface

    Shoppe: A Slice of Life

    Shoppe: A Slice of Life is a crafting based pve/pvp game with heavy, heavy emphasize on Story, with Production as the Theme for the entire game. The Intersect Engine is what the game is being built on. As a game designer and developer, I have roughly 50% of all the assets ready (stories, art, etc all created by myself). I'm learning to code c# so I can modify the engine to suit the game's over all vision.
  34. 3 points
    gooby

    Finish this dinasour

    mightyprofessionalasaur
  35. 3 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    Hi all ! The development of the forum is underway and well advanced. A really basic forum without advanced features. The forum is optional for everyone and can be activated in the site settings. I also integrate the possibility of posting automatically (if activated in the parameters) the new news posted on the site. I will see to do more integration with Discord in the future. Once the functionality of the forums and news on discord is finished, version 2.1 will be available to everyone.
  36. 3 points
  37. 3 points
    trollface

    Shoppe: A Slice of Life

    Update
  38. 3 points
    The delay only applies when you have configured multiple waves. (It's the time between waves) Set the quantity to 2 in the projectile editor and then fire the projectile once to see the effect.
  39. 3 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    Update 2.1 is coming soon ! Addition of the image possibilities for the items in the item shop (pushes to make graphics to have a better image of his game, if no image only the icon of the item will be displayed) => finished Addition of a limit on the reception of the last two articles (news and shop) => finished Addition of a page dedicated to news => finished Addition of a pagination on the item shop => finished The images for the articles / items shop should be in 1920 * 1080, automatically converted to the correct format according to their page. => finished Automatic deletion of images when deleting an article or an object from the item shop => finished With this update image guide (size required) => https://github.com/Thomasfds/intersect-cms-unleashed/wiki/Obligation-on-the-images Update 2.2 is planning Integration of a forum More
  40. 3 points
    buu

    Today I did this on my project...

    Really nice work from @Hatsuya & @AlexandreKayle
  41. 3 points
    trollface

    Today I did this on my project...

    Update for Shoppe: A Slice of Life Added some details for the docks. Boxes, rope, pegs, etc...
  42. 3 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    Intersect CMS Rework V2 is finished ! Upgrade guide [FR] https://github.com/Thomasfds/intersect-cms-unleashed/wiki/Upgrade-V1-to-V2-[FR] Upgrade guide [EN] https://github.com/Thomasfds/intersect-cms-unleashed/wiki/Upgrade-V1-to-V2-[EN]
  43. 3 points
    jcsnider

    Beta 7 - v111 lag?

    Following up.. new db system saves global variable modifications in real time in v103+. This game had an autorun common event that was updating a global variable for every player every map update (give or take). That led to a ton of waiting for the db to become available, and for disk writing which slowed things down considerably. I will make an edit in a future version that batches those variables changes, and writes them to the db at a specified interval designated in the server config.
  44. 3 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    Hello everybody ! I was able to advance in the development of version 2! I have finalized the following systems: Read an article New "My account" page: VIP Shop Connection system Registration system: Admin page management Admin news management Admin store management Admin management of the various parameters Reloading of VIP credits Translation system My account" page change email My acount page change password My account" page Transaction history I am currently doing : Admin transaction history Admin list of user accounts (kick, ban) Forgotten password system I have create a upgrade patch for mysql database and it's worked fine. When all running systems are finished, I rewrite the installation documentation, I write an upgrade documentation v1.x to v2.0 and I make V2 available to everyone. I will then work on two plugins (separate): Support ticket Forums These two plugins will have their installation files and their individual patch.sql If anyone wants to test v2 locally before release, come private so I can send you the new files once everything is done (to actually test the whole thing).
  45. 3 points
    Oddly

    Odd World - The AI Interaction Game

    Project Information: This project has had a lot of thought put into the design in it, it's something that blends together a lot of what I study and have been thinking about for a while. I freed up time recently, trying to get a bit of arts and creativity back into me. I just started this project about a week ago, actually putting it into code, so it's still in its very early development stages. Project Name: Odd World Development Tools: Salem2D (My Personal Game Engine) Tiled Map Editor Language of Development: C++17 Languages and Frameworks: Graphics: SFML Networking: Boost::Asio Other: Boost(system & data) Completed Features: Engine Development Maps with collision and attributes (with teleporting and map linking) GameObject and Behavior System Map Loading Sprites and animations Pixel Based Movement Game Development Planned Features Its important to note that with no story or anything, im kinda writing the mechanics as I go, and am going to keep expanding out. Once I'm done with the core features, im going to add some fun things in. Engine Development Game Development Create Basic functioning ai with basic needs. Create Chat System Network Game Allow AIs to Chat, add socializing as a basic need to existing ai Distribute AI calculations over the network Plot: The backstory of Odd World goes like this; One night, a stoned software engineer who has a strong fascination for psychology and machine learning was attempting to formulate an equation for human-like intelligence. He came up with the idea that the functionality of living thing is survival. If you want to create something intelligent, you must reproduce the function of intelligence, such a thing must know how to survive. In order to test his theory, the software engineer knew that to make such an ai would be expensive in computational resources so he would need to simplify the algorithm, he would also need an environment to test his ai in. He came up with the idea of designing a 2D world in which many of these ai's could run this algorithm, learning to interact with each other and their world based of programmed needs. He brushed off his old 2D game development library after 2 long years, and began to get to work. This environment has no story or quests, it's all about creating a space for humans and AIs to interact. The Mechanics: This game circles around Psychology, so a lot of the mechanics are a bit psychological. I'm not gonna give the full model because its a lot to explain but the primary idea behind these AI's tries to replicate human nature in the sense that the opinions humans hold are based on their experiences and what their body felt emotionally and physically at the time of having said experience. The actions humans take are based on what they are currently feeling from their environment and their values which are products of basic needs and opinions. The AI: So the AI mechanics will start pretty basic and expand out as AI requires a lot of tweaking to get desired effects. The goal of the ais, is that they have basic needs like hunger, thirst, the are required to reproduce after a certain age, they will be given the ability to talk and will be required to socialize every so often, entertainment, etc. The AI fulfills these needs by interacting with objects in the world and with other AIs. The AI will idealy have no pre-programmed responses, it will run on a special type of GNN (generative neural network) I designed which will make them very random acting at first, but as they learn what fulfills their needs through the world interactions produced by their random actions, their actions will start to get more defined and they will grow better at staying alive. The AIs eventually will have the ability to build objects and structures. They'll have currency and be able to trade, and so much more. The goal is to give the AIs a fair amount of freedom by making them act purely statistically. I have 2 different types of AIs in this project, The Hive Mind and The Individual, They both survive with the same algorithm stated above the differences are as followed; The Hive Mind AI: The collectivist is an AI that operates on single universe Neural Network shared with every other AI in the same "Hive". Each AI on the Hive is somewhere else in the world experiencing something different. However, because they are all using the same Neural Network to calculate what action should be taken, they all share the same memories and opinions, meaning they will all calculate Action under the same ideals and values. The Hive Mind focuses on the average well-being of the collective, Hive remains alive as long as at least 1 hive child is still alive. The Individual AI: Each Individual has their own Neural Network and their own experiences. They will hold their own opinions, memories, and values of the world and therefor, each individual will formulate action under different premises. When the individual is dead, yes they are very dead. The Player: The way the player will interact with the world is depending on the Game Mode the server is configured for. There are currently 4 Game Modes the AI algorithm remains the same, however the Algorithm will act differently when the rules of the game are different. How it gets what it needs to survive will depend on the environment. For example, if there is limited necessary resources, the AI may go to war with other AI or players for that resource. The 4 planned game modes are as followed: Casual Survival Mode: All things respawn at a cost. Players have same privleges as AI. Players must survive like AI. Survival Mode: AIs die permanently, Players respawn but lost everything. The player loses everything it owns on death (all items, and all houses and assets under their possession). Players have same privleges as AI. Players must survive like AI. Creative Mode: Players are basically like gods to the ai, they can cause natural disasters, take over hives, control ais, destroy property, spawn items and AI. etc. XANA Mode: Totally inspired by the old french anime, Code Lyoko. XANA mode is a player vs Hive Mind objective. The game is split into rounds, players and AI respawn at the start of each round. There is limited resources around the map. The players must kill the 1 single hive mind ai before it kills all the players. The amount of ai's connected to the hive mind depends on the number of players. The Hive mind will keep getting better, because it never resets the values of its neural network after each round. Every AI in the hive will be named "XANA". The Network Distribution: So, in order to give these ai's the ability to recognize objects that they see, I need to be able to render what they see and feed it into a neural network, and that's a very expensive operation. The server alone will host Data for the AI's. The server will also host Hive-Mind Neural Networks. But Rendering and Individualist AI's NN will be passed off to the Player's machine for formulation. Individualist AI's exist on the server, however, when they go to formulate actions, they request 1 random client on the network, to run the calculate for them and send the result back to the server for the action to be taken. Though this is easily hackable, its the only way I can make the kinda game I want. The server itself has to be a multi-agent system. The rendering of these AI's screens will also be passed off to the client. Screenshots: (Not many yet, been working on the physics and map engine mostly, will update as I go on). These graphics were purchased, but ill probably get some graphics custom made as time goes on. About the Engine: Salem2D is a game engine I work on a few years back, it has networking and game objects and what not. It's written in C++ and is making development quick and easy for me. It's open-source but its really not ready for other people, there's a lot of bugs I just fixed this past week, and am trying to make map loading more ambiguous to the game its in. Plans moving forward: So far, I've basically wrapped up the meat of the graphics engine, I got a bit of debugging on some networking features, but other than that, im at a point where I'm actually writing out game mechanics. My first prototype is to get a single AI running on a network who only has 1 basic need and that's to not die of hunger. I will add random fruits around a couple of my maps and watch as it learns to pick them up, even though it wasn't necessarily programmed to directly find food, only keep its hunger sufficed. I will be posting a lot of updates here as time goes on. This is a really cool project to me because it combines Psychology, AI, and Programming, so I'm excited to be working on this. Its fun and funny. Why Keep up? The game's not really far enough along in development that I can post "Why Play", but you should keep up because its cool, the goal is to use this project to help people learn a bit about psychology while having fun gaming. Its a survival game you can build in technically. No story, just hours of educational Interactive endless entertainment with AI. Wanna join the team? If you're interested in the project and want to help with mapping, graphic design, or programming, Add me on my discord: OddlyDoddly#2354 Do note, I will not just accept anyone and everything into this project. I require some example of work for whatever you'd like to join in on. Compensation for helping with the project will include a negotiation up joining. (Think about what you want out of the project before reaching out to me please).
  46. 3 points
    Beast Boyz

    Wild Spirit Online

    Dev Log : Rivers Done, we got some path and little Island, started giving height and "life" to the map, the hub will be a nice place to chill up with friend and people, trade or just take a rest. But that's not all ! More to come...
  47. 3 points
    XFallSeane

    Intersect CMS Rework [Unleashed]

    Hello everyone! Good news, the item shop is now complete. I've optimized the system and updated the character selection based on their in-game inventory. If the inventory of the selected character is full, it cannot be selected in the select. More security to avoid the purchase of items that will never arrive in their inventory. I will start the administration part related to the item shop. Design improvement and general optimization during additions and modifications. Some screen of the new design in admin ! V2 Progression : Added functionality to activate or not the "Game" and "Wiki" menu pages. Item shop is finished All API requests in a single file, can be reused simply and quickly according to your needs!
  48. 3 points
    Eridonis

    Today I did this on my project...

    Night and day cycles with houses. Houses protect you from the dangers at night, however buying one is quite expensive. They also come with workable stoves to improve your cooking level.
  49. 3 points
    https://www.ascensiongamedev.com/resources/filehost/51ebc1e65589498084b9d635b751c97e.mp4
  50. 3 points
    There are a few good ones. It hasn't been beyond us to have full on conversations using comments over the years. I think at one point in time there was some ascii art scattered throughout. Have fun hunting for our little mostly unintended easter eggs lol
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