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TerryCola2032

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Everything posted by TerryCola2032

  1. Howdy all At work, as a Civil Engineer, we have a complicated situation. We've got a bunch of buildings built on the side of a clayey hill. Any rainwater that goes into the ground, known as Grey Water, can't really go anywhere. Right now it's being redirected and put into giant underground cellular storage, but we've not really got anywhere to put it. We can't put it straight into the sewers because the local authorities get pissy about dumping non-waste inconvenient natural water into waste water outlets. I've come up with the idea of recycling it into the houses via pumps and loopholing the system so it gets used in house usage - sinks, toilets, washing machines, showers, etc. Problem being that it's called "Grey Water" for a reason; any faeces, dead things and anything inbetween get soaked into that water. So naturally you could limit it to toilets, but unfortunately, for example Legionnaires Disease, some diseases in water and only infected upon a person by contact via breathing, not consumption. So - how can we consume dirty water? We clean it. The main one that comes to mind is Chlorine. Mix that with the tank of grey water and theoretically you've got clean water, disease free. The problem is... how do we create a self-sustaining source of Chlorine? My first idea was via Membrane Cell Electrolysis. Diagram: https://en.wikipedia.org/wiki/File:Chloralkali_membrane.svg Salt and water goes into; shake it up with a bit of Electrolysis and you've got waste products and Chlorine... but that's not self-sustaining, as it requires a supply of salt. So, any nerds out there know of any equally potent water-cleansers, sustainable production of Chlorine, or both?
  2. I love this guy. I didn't know he had new videos released since I last looked. +1 Kasplant.
  3. That's true - that was an oversight on my part. A mechanic in the game that I'd like to get in, but not sure how I would just yet, is that you can give fake names and be recognised by face to those names and vice versa. It'd mean you could call yourself "Jimmy Hayley", go on a murdering spree, be witnessed to that end and have a bounty put out on that name. Change your appearance up, move far away and you've got a semi-good chance of getting away with it. I guess when you enter a town, you can have a character's information copied into your relations class, or your list of people you know and their details, but have their name swapped out, but their Character ID stored. Thereafter they're linked and you can build a relationship with them, "importing" their information from the game's record of the subject into the player's record of the subject as you learn about them. +1 Kem.
  4. Dialogue Editor... I could do with some feedback on this one. Namely with the Disposition Considerations. The original thought was to simply have a "Disposition Changes" with set values of -100 to 100 for each Disposition Type (Trust, Respect, Etc). However, in consideration to Actors having personalities, I had to dynamise this to a degree - so instead, the dialogue maker chooses which disposition needs to be considered from the dialogue option that has just been said to him, and then reacts by context. For example; "I'm so happy to see you." - Trust, Approval. The context is happy and friendly. "I'm ever so happy to see you. Trust. Approval. The context is sarcastic and unfriendly. Fucking English Language. So when this is fired off as a check for the AI's Logic, it'd check against his gullibility trait, if present, on the second option, for example; or check against his friendliness. Shyness. So forth. That said... I suppose I need to dynamise the possible dialogue outcome by the Actor's personality, rather than just the possible outcome chance of success, huh? Fuck... EDIT; Alternatively... Have each dialogue pointed to, per outcome type. Or theoretically, alternatively alternatively, create a truly dynamic dialogue system where the AI can stitch sentences together, based on disposition considerations. That sounds real difficult, though. Would be funny though, I'm sure.
  5. Description of OP updated.
  6. Oh hey, thanks man! Fixed those pesky bugs; The NPCs/Actors now have a starting action (Idle), their titles are programmed in and the reporting is working properly. How exciting. Now when I hit that 'Visit' button, I need to devise a radar graph for their disposition toward the player. As well of course to build the dialogue system... which looks a little like this.
  7. I can now visit a town, be recognised by the game that I'm only a visitor (and thus hides the 'administrative' pieces of Settlement View), and lists the locals, what they're doing and recognises if they're in or out of town - and has a button for me to visit them. Exciting stuff. And the mandatory bugs & optimizations.
  8. @Kibbelz I have :D. They're very pretty now, and even the classes, modules, etc have naming conventions, too! @Kem I'm sure my friend Mr Dilworth (real person) will appreciate that haha. And yeah the historic market is a really important feature for Actor AI :).
  9. Howdy guys. Good news - The Historium is working! I've programmed it in this morning, and it was a lot easier than I expected. The game now keeps a permanent record of all births, deaths, and whatever else I program it to record. Actors (NPCs) and the player will now be able to learn, spread/gossip, forget and create these as they occur.
  10. Damien? Oh no; I don't quite recall you :(. Vampire avatar?
  11. @PhenomenalDev well the actors are presented quite naturally anyway, so it would literally be a "is imaginary character" tag and the player it's assigned to. Otherwise, is and reacts the exact same as a normal Actor. Not flood of people required :).
  12. I prefer the idea of making a friend when you're insane, building a friendship, going on adventures, etc... except nobody else can see them, except you... and from the players perspective, you can't tell the difference.
  13. There's a sanity need (alongside hunger, thirst, rest, mood, temperature and safety). As you lose your sanity, you get random events about doing strange things, or your character will say random things whilst you're playing, or recite songs and historical events to himself... and worse. But yeah I haven't actually done much brainstorming on the causes to sanity effects, so witnessing atrocious things and losing people will be very interesting!
  14. Thanks, man. Glad to see you, too. Missed your face. Also missed a community to be involved in. How longs this place been around?
  15. I found you allllll. Working on Project Keira, as posted in Games. Working as a Civil Engineer (totally unexpected gear shift from Financial Services sector) since given an olive branch by an Engineering firm in April. My company has been so impressed by me that they've decided to pay for my College education, starting in two weeks. Holy bucks. Have a son and living with my partner. Long time, no siege see.
  16. PROJECT KEIRA PLEASE ENJOY RESPONSIBLY DOWNLOAD HERE Please report any bugs found, as there will be many. This game is very early release, as you'll see as there is very little user interface graphics or content in place. Please feel free to change and create files in the "Data" and "Graphics" sub-folder, which will allow you to create content in-game, such as items, events, new sentient races and creatures. You can move around the map using the numpad directional keys. Project Keira is a procedurally generated single-player brutal RPG; the world is generated, you pick a scenario to start with, make your character in the Character Workshop and you're off. I say brutal as I intend to involve every element of human psyche in it. Let the incest and rape begin. No pulled punches. The game has no base engine and is entirely written from scratch, as are the graphics/pixel duties as made by myself. (Caveat; although that said, the base game to this is pretty flexible. I can see it easily fitting most game types, within the setup it provides). The game itself was something I started on back in December 2015 and has held steady progress, since. I only started tracking through Asana in March, and the tasks are continually increasing with development. The player is the large red dot; the small red dots are the debug mode feature of tracking the human species. The world is a procedurally generated plane, which can be customised to the player's desired setting. Creatures are tracked as individual species at points in the world; they procreated, die and migrate. Your chances of successfully tracking a creature whilst hunting depends on them actually being in the area. Actors, or NPCs, have complex relations with other Actors and you. They can be loyal, respectful, hateful and admire you - all at the same time in a strong combination. Typically they are initially generated as people in positions of power such as mayors, but they can also be dynamically generated by the player interacting with the world, such as building a settlement and attracting a migrant, exploring a town and talking to a stranger or simply bumping into somebody in the wild. Actors also have memories, where they can recall events - or create events (a lie!) - and spread them amongst other actors. Actors will grow old, have children, form families and eventually die one way or another. You can become friends, form feuds and enemies, build an alliance, a relationship, marry, murder, eat, kidnap, rape and/or torture them - and they can you; or other Actors. Summary In summary, Project Keira is an no-punches-pulled simulator of a procedurally generated world of true Roleplaying content. You can go anywhere, do anything, see anything, within the limits of the laws of the generated universe. Explore Explore the world around you; each play is different as the world is generated to parameters you set. Explore a desert world, terran world or an arctic wasteland. Meet other non-playable characters, animals, monsters, terrifying spirits, demigods, gods and everything inbetween. Survive Set the difficulty to challenge yourself - fight to survive for the slightest of water in the desert, keep warm in the arctic waste, keep sane in a world of evil and darkness, or attempt to climb the ladder of the sentient species and become a master race of your dominion. Socialise Build complex relationships with the other characters you meet; many elements are to be considered, such as loyalty, respect, fear, trust and love. Conquer the art of these, and you will still find yourself surprised by the intricate personalities of these individuals. They work, they play, they explore, they love, they breed, they do evil. With the Adult Gameplay option switched on, be prepared, for this is a gameplay that you can expect to ecounter the capabilities to others - and possibilities to yourself - of very taboo subjects of the human psyche. Craft & Build Crafting is pretty standard in expectation - craft armours, weapons, intricacies and so forth from every element of your environment. Make a bone sword or a gold dress. With the flexible TAG system in place, each item has a tag, and if the tag matches the craft prerequisites, it can be used. Building too can be complicated - if you have a plot of land, you can build a house. If you build a house (or a fort, or a keep, or a tower, or... so forth), you can build Rooms, known as 'DSSs' or 'Dynamic Sub-Slots'. These allow for continual expansion of personalised structures, with each room further being able to be customised by name, access, use, storage and quality level. Conquer Take your settlement, which now has numerous individual migrant NPCs and form a nation. Take your settlement to the global scale and claim land and resources; build alliances and fight wars. Kidnap your enemy's princess and demand the seccesion of their king; or more deviant plots. Politicise Once you have built your settlement, you can set laws and policies, building mandates and resource export bans. Set up a government where you are the sole god of your people, or define a council of rulers - but beware; you may create a system so fair and so democractic that you yourself are ousted, only for one of the councillors to use his personal power and wealth to oust the government entirely, befitting himself as the Emperor. Trade Set up a small shop on the street, claim a hill and create a mine, start a farm or set up a medieval restaurant; employ skilled and unskilled workers and make sure their needs are met to maximise their time and morale. Create a chain of goods, resources or services that are processed or sold as produced and required. Build A Legacy Life is short; sooner or later you (might) die, depending on your choices in life. It may be you unlock the secrets to immortality, or you may die of old age. Or get unlucky and have a boulder drop on your head. Or a monster. Or find your throat cut in the middle of the night by your enemy. Either way as you die, you pass to the afterlife, where you can experience and live on in the real world as an apparition, or escape the thereafter world of the heavens and hells. Alternatively, you can 'Pass the Torch' to your son or daughter and live on through them. Twitter https://twitter.com/ProjectKeira Site http://www.shaungreatrix.com/
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