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1  Games Center / Archived Projects / Re: [Android 4x strategy] Rising Empires released on Google Play! on: 2013-12-15 17:57:08
If you're interested in Rising Empires now is the time to buy. We have a Christmas sale and have cut the price of Rising Empires Premium with 40% (now $1.99)! We want to celebrate the festive season and the recent update with new graphics and features like road building.

Check it out at Google Play!
2  Games Center / Archived Projects / Re: [Android 4x strategy] Rising Empires released on Google Play! on: 2013-12-09 19:08:04
The first review of our Android game Rising Empires was published yesterday by the web magazine Hardcore Droid. They give it a score of 4.8 out of the maximum 5. ‘The amount of depth and detail surpasses many PC strategy games and is startling on a mobile device.’ The review looks deep into the mechanics of Rising Empires and concludes that ‘You’ll be hard pressed to find a mobile game that tackles the subgenre with greater success.’.

Read the whole review here: http://www.hardcoredroid.com/rising-empires-review/
3  Games Center / Archived Projects / Re: [Android 4x strategy] Rising Empires released on Google Play! on: 2013-10-17 05:54:50
Thanks Abuse for your comments. We're continually working to improve the UI (it's our first real game so we've got plenty to learn, or plenty of mistakes to make  Clueless).

On another note, Rising Empires has now been published on the GetJar app store. GetJar is one of the bigger app stores with a focus on free Android games.
4  Games Center / Archived Projects / [Android 4x strategy] Rising Empires released on Google Play! on: 2013-09-25 16:52:57
Hi,

My name is Peter Norberg and I’m one half of the indie studio Hellhound Interactive. We’ve been working on a 4x strategy game for Android for quite some time and now we’re happy to announce that it’s been released on Google Play. The game comes in two versions; Rising Empires which is free and ad-supported and Rising Empires Premium with additional content. The premium features two additional playable races, the fast breeding Krant and the versatile Dwarves.

Rising Empires Premium is a new strategy game in a fantasy setting with six playable races, all with unique abilities, which compete for control of all the land on the Surface and in the Netherworld. A unique troop creation system allows each empire to design its own troop types to employ in the struggle for dominance. Four neutral factions also struggle to survive among the larger empires.

The game has been in an open beta stage during the last few months and has been well received by the players. At the time of writing the beta version is installed on 5,060 devices and has been downloaded 1,716 times. Many reviewers compare the game to classics like Civilization and Total War. One player writes: “Exactly the type of game I’ve been hoping for.” The average rating is 3.9.

On our blog, Words from the Netherlords there are a number of tutorials that gives a more detailed explanation of the game mechanics. We really hope you’ll enjoy Rising Empires!
5  Game Development / Artificial Intelligence / Re: Using genetic algorithms to 'train' my AI on: 2013-08-27 16:57:41
Thanks wesley.laferriere. Remember that you need to randomly test new skills and in what order to use them for the AI to develop. It might be that the spin before the attack won't be effective and then it won't be used, but it might also be that the spin is only effective in combination with another special attack and for that to evolve you must mutate randomly, i.e. test new crazy stuff. Most times it won't be anything good but once in a while a new interesting attack will evolve.

I've completed the third part of my tests to see if I can improve my AI with the help of genetic algorithms. If you're interested it can (as usual) be found at my blog. Training the Elf and Ende races didn't give as good results as did the Greenskins...
6  Game Development / Artificial Intelligence / Re: Is This Book Good To Learn AI ? on: 2013-08-24 18:22:04
Depending on what you want, online resources may be better. Wikipedia may be a good starting point. Many websites break down how algorithms commonly used in games work. Some have applets showing how they work.
http://www.red3d.com/cwr/steer/ ("Uniintelligent" steering behaviors such as obstacle avoidance, chasing, fleeing, and following.)
http://theory.stanford.edu/~amitp/GameProgramming/ (A* (shortest) path finding.)
When I began studying game AI I actually started with Amit's A* pages. I recommend it.
7  Game Development / Artificial Intelligence / Re: Using genetic algorithms to 'train' my AI on: 2013-08-07 18:10:11
The first results and comments on my trials have now been added to the blog. I've tried to improve the Human and Greenskin races and at least the Greenskins show some promising improvements. I intend to fine tune my algorithms a bit (I hope I remember to add the code in my next update) and try two of the other races as well.
 
This is very fun! Smiley
8  Game Development / Artificial Intelligence / Using genetic algorithms to 'train' my AI on: 2013-08-01 15:17:39
Hi,
 
My name is Peter Norberg and I've previously written about my game AI in this thread: AI in a turn based strategy game. It's been a while since my last update and due to this I thought it would be best to start a new thread. But there's been a lot done on the AI and it's now quite developed and able to do most of the needed actions as well as simple diplomacy.
 
Now I've just started to see if I can 'train' the AI by using genetic algorithms. I'm not sure if this will be a success or not. At my blog, Words from the Netherlords, I've described how I intend to do it and my intention is to write down my conclusions when I'm finished with it, good or bad...
 
Rising Empires uses an utility-based AI which depending on the sitiuation and its free resources can make multiple decisions each turn.
 
All thoughts on the subject are welcome!
9  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2013-05-12 15:06:00
We've now published the 6th tutorial, this one dig deep into the combat system of Rising Empires. Conflict is an important aspect of Rising Empires and with the feature that all empires can develop and design their own unique combat troops it's good to understand how combat works.

Here comes a list of all Rising Empires tutorials that have been written:
Tutorial I - Playing the first turn in Rising Empires
Tutorial II - Research and technologies
Tutorial III - Loyalty, or how to keep your population happy
Tutorial IV -  Food, or how you keep your population from starving
Tutorial V – Troop statistics, or how to design the ‘super soldier’
Tutorial VI – War! Rules of engagement in Rising Empires

Cheers!
10  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2013-04-21 12:49:11
We're continuing our series of tutorials for Rising Empires. This week we cover the food resource and how it influence the population growth in your empire: 'Food, or how you keep your population from starving'.
 
Cheers!
11  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2013-04-15 13:23:16
The game has now been updated to build 62. Among the new things that we've added is an improved AI and that towns/cities can improve the terrain around their settlements. A history section where important events is shown has also been added.

I have been asked by some players about the loyalty system. There were Ende empires which had problems keeping their Greenskin slaves happy... I've written a short guide called 'Loyalty, or how to keep your population happy'.

Cheers!
12  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2013-04-12 16:51:31
The work on our AI for Rising Empires goes forward and today we release the 4th version. The articles on my blog do not contain much code snippets at the moment but if you're interested in my thoughts as the AI gets more and more complex head over to 'Words of the Netherlords':
http://www.risingempires.com/netherlords/?p=677
Let me know if there is any specific part of the AI code that you want me to discuss in an article.

I hope you all have a good weekend! Cheers!
13  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2013-04-02 16:15:10
Hi,

It seems that the Rising Empires GUI is a little tough to get into. We should, of course, has anticipated this but better late than not at all. I've written a short tutorial over the buttons and things a player need to do in the first turn of playing Rising Empires. It can be found on our blog:
http://www.risingempires.com/netherlords/?p=605

Later this evening we'll upload a new version of Rising Empires to Google Play. This is purely bug fixes to remove some of the most common bugs that has been detected.

I would also like say thank you to all of you who've tested Rising Empires.
14  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2013-03-29 13:40:05
We've now uploaded the first beta build of Rising Empires on Google Play. If you are interested in testing the current status of the AI we would appreciate all comments. The AI haven't been trained yet, which means that it can't evaluate the different types of actions in a good way, but it works...  Cheesy

Cheers!

15  Games Center / Archived Projects / Join the Rising Empires beta test on: 2013-03-29 13:34:58
Join the beta test of Rising Empires and help us make and shape an excellent strategy game. The game is now an early beta build but we believe we’ve come far enough to ask for your help: Does it work on all phones? Where are all the bugs? We also appreciate general thoughts about the game: Is it interesting to play? Is it too slow or too fast? Is the learning curve just too hard?

We've now uploaded the first beta build of Rising Empires on Google Play.

Read more about the beta test on Google Play or on our website.
16  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2013-02-08 10:57:19
Before christmas I told you I would write an article on my AI class and I finally got around to actually doing it yesterday. The article goes through the AI class but more importantly we take a closer look the AI.update method, the method that runs the AI process, and in which order all sub-AIs and advisors are processed.

This is important as, for example, the scout AI generates information that later is needed by other sub-AIs. The article can be found here:
http://www.risingempires.com/netherlords/?p=470

I've also 'completed' how the AI attack other empires cities and towns and is now trying to make the AI able to react to attacks as well. If it sees an enemy army coming it must be able to rush some armies to defend it or in the worst case mount a counter attack to retake the city. This is fun to do but also rather complex. When a city is captured we must create a dedicated garrison army for it. Might sound easy but I must go back and change the code for how settlement AIs and the planner work with garrisons as the best choice it to split off a part of the conquest army to create the garrison, not create an objective with the task of building a new army and sending it to the captured city (which gonna take a long time).

I hope you'll have a good weekend!
17  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2013-01-20 13:06:30
Time passes quickly around christmas but work continues on the Rising Empires AI and I'm proud to say that the first version is completed. I've run a number of simulations to test it's features and abilities and summarized it in this article: http://www.risingempires.com/netherlords/?p=430.

So far I've only been checking some global statistics when I've been running my simulations in order to see how it changes as I optimise the different sub-AIs performance. When I start to run simulations for the next version of the AI which will be capable of attacking and defending itself I'll need to check the performance of the individual AIs as well. Note that these simulations is done to test and optimise sub-AIs and I've yet to come to optimising the strategic AI. This will first be done when there is plenty of more actions that it can perform.
18  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2012-12-14 08:50:54
I've now completed the article about the strategic AI. This is an utility-based AI with the capcity to perform multiple actions each turn, all depending on the available resources. We haven't implemented economy in its reasoning but when that's complete we'll have an AI that can control its empire with some success.

If you're interested you can read more and look at the code here:
http://www.risingempires.com/netherlords/?p=358

I'm not sure what next article will be about. I'll probably take a look at the AI class and how it operates. I hope you all have a good weekend! Smiley
19  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2012-11-13 17:46:26
Hi everybody!

I've been a bit silent the last weeks. This has nothing to do with lack of progress on Rising Empires as we're moving forward with good speed, especially the AI for the single-player game is getting a lot of love... Johan is also working hard to improve the app and he is doing some great improvements compared to the old layouts. As soon as he completes the first layouts I'll post some screenshots.

What are the status with the Rising Empires AI?

We've completed the first version of the scout AI. This is the AI that handle all exploration and patrolling in the empire. The exploration bit is completed and functions well but we've not started with patrolling of already scouted territory. This is important though as the AI need updated information on what's going on around its borders.

We've also done a lot of work on the settlement AI. The settlement AI can now handle and take care of the food situation in a town or city. It improves terrain, construct food buildings when more food is needed quickly and it also send requests to the main AI for better food technology when needed. The settlement AI also construct new buildings according the wishes of the governor (yeah, each settlement AI has a governor that decides how it will act). We're very satisfied with the algorithm that control what buildings that are constructed.

What we're doing now is creating the objective AI (the first objective will be to move population from one settlement to another) and implementing the first version of our strategic AI. When this is done the strategic AI will be able to choose between building scouts and sending population to settlements that need/want a larger population. It's not much but with the architecture in place it will be simpler to add more objectives.

If you want to follow the development of the AI in more detail please visit our blog, the 'Words from the Netherlords'.

Cheers!
20  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2012-11-13 06:57:52
We've completed the work on our scout AI for the moment and I've started working on the settlement AI. The settlement AI is responsible for developing and making sure that everything works smoothly in towns and cities. Army and fleet production is done when requested by other sub-AIs and is not directly controlled by the settlement AI.

I've posted the game mechanics for how a settlement collects food:
http://www.risingempires.com/netherlords/?p=222

Tonight I hope to finish the article on how a settlement consider its food situation and take the appropriate actions.

Cheers!
21  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2012-10-22 07:28:01
Previously I've written about our pathfinder and a lot about how we want the AI to work at large. Yesterday I posted the second post about the Scout AI (the sub-AI that is responsible for exploring and updating knowledge about the world) which goes into more detail with the code for exploring how much we know of each landmass.

If you're interested you can find out more here:
http://www.risingempires.com/netherlords/?p=144

I appreciate all tips and hints of how to make the code I show run faster or use less memory...

Cheers!
22  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2012-09-25 06:08:39
How are you planning on handling collisions/interruptions then?
Armies that move into the same sector will engage each other in combat with the loser being destroyed or forced to retreat to a 'safe' sector.

An army with a low initiative that moves before a slow enemy army can move into the same sector as the slow enemy army and lock it in combat. This means that when the slow enemy army tries to move it's not possible as it's been attacked. When the battle has finished AND if the slow enemy army won it will be able to continue its movement.

This means, just as you describe that faster armies can be used to prevent the movement of slower armies of another empire. But generally faster armies will be lighter and less strong as initiative depend a lot on the size of the army, or if the faster army is as strong as the slow army it might mean that it's lots of cavalry and then it's a lot more expensive than the slow army. It comes with a cost and the player with the slower army might have one more army of the same size which the player with the faster army can't afford.

If an army is stopped when it tries to move into a sector controlled by an empire which it has a NAP with its movement is now cancelled and must be re-set the next turn.
23  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2012-09-24 07:41:06
It sounds like your movement interface is going to be something like Civilization? Where all of your units move at once (Or at least they all have a set number of movement points, and move sequentially before ending your turn), then all other sides get to move? Or is it more like Final Fantasy Tactics, where each unit (Army, whatever) moves individually (Meaning that one from my side goes, one from yours goes, etc. depending on speed or something else)?
The movement system is more like Final Fantasy Tactics, with simultaneous movement. First all empires (player and AI) issue their orders to all their armies and fleets. And when the player press 'end turn' all armies/fleets move at the same time according to their initiative. A force with a low initiative moves before a force with a higher initiative. The initiative value depend on what type of troop it is and its size.

We like this system with simultaneous movement since you must guess how your opponent will move when you plan what to do and then everything moves at the same time.

I've written the first post of the AI overview now:
http://www.risingempires.com/netherlords/?p=74
I'll try to complete the next part of the AI overview this weekend.

Cheers!
24  Game Development / Artificial Intelligence / Re: AI in a turn based strategy game on: 2012-09-21 05:53:09
Some thoughts (Since I haven't read a lot about your system or the intended game, or how the system will actually work.) If units cause the traversable edges of your map to change (Meaning if a unit 'blocks' travel through it's current position) then there is a high likely hood that you will run into something called Thrashing. Basically, this means that it's likely that each turn a unit takes will result in it needing to find another path across the map (Depending on density of units, etc., etc.)
An empire can have multiple armies in the same sector, so as long as there's no one else it should be ok. But when, for example, a civilian army wants to move around an army from another empire (you don't send settlers/workers into the path of armed soldiers) or you want to pass by an army belonging to an empire you have a NAP with (you're not allowed to enter sectors controlled by empires you've a NAP with), then what you describe will happen. I haven't added the code for these special circumstances yet (will be added in method getAdjacent). But how to avoid armies re-calculating their paths when this happens I don't know.

Further, for Pathfinding, having a 2D array doesn't matter as much. Really, you just have to have a reliable way to fetch the list of adjacent edges.
That's what I thought but it's always good to hear it from someone else as well...  Smiley

Cheers!
25  Game Development / Artificial Intelligence / AI in a turn based strategy game on: 2012-09-20 06:11:56
Hi,

My name is Peter Norberg and I've been working on a strategy game together with my brother since early 2011. Now that we are getting closer to launching the multi-player version we're starting to look at an AI for a single-player version. This is currently a side-project but I thought I would share our progress if anyone is interested.

Anyway, I've only started by discussing our pathfinder:
http://www.risingempires.com/netherlords/?p=24
This weekend I intend to start writing about the AI structure (all it's modules and how they will interact with each other).

I'm new to this and hope to learn a lot with this project. Insights, ideas or thoughts are welcome!

Best regards,

Peter
26  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2012-09-16 17:07:44
Huh. As far as I'm concerned, subscription fees really aren't popular. Ask Nyhm (another JGO member, search Island Forge). Why not have a set price for multiplayer, and then have a shop to sell extras? You can make a lot of money through microtransactions.
Thanks for the feedback. You've an interesting point there.
27  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2012-09-16 08:01:41
Interesting! What kind of payment scheme are you planning on? [Pay to play, Pay for certain races, free to play + ads and pay to play without]  As a note, the one kind of payment scheme I'm a sucker for is pay for bonus races!
The first 20 days of play will be free but to move your empire from the safe start world to the big multiplayer world you need to pay a subscription fee.
28  Games Center / Archived Projects / Re: [Coming on Android] Rising Empires on: 2012-09-09 11:46:59
+1'd. (I'm Jimmt H on google+)
Interesting how humans are what you get by mixing dwarves and elves Tongue
Thank you!
29  Games Center / Archived Projects / [Android 4x strategy] Rising Empires released on Google Play! on: 2012-09-08 07:43:58
Hi,

My name is Peter Norberg. My brother Johan and I would like to introduce you to our current game project, Rising Empires, that we have been working on for a bit more than one and a half year. Rising Empires is a civilisation building game with a focus on conflict:

“Rising Empires is a massive multiplayer turn-based strategy game in a fantasy setting intended for Android phones. The goal of Rising Empires is to expand and strengthen your empire by developing your cities and research new technologies.

Six races with unique abilities struggle to survive on the Surface and deep in the caves of the Netherworld. There is a constant conflict for territory between empires as well as in between their demanding gods! A rich technology tree allows each player to mould his empire and troops to suit his playing style. All empires play in the same world and interact with each other.”




The game has been designed for Android smart phones and we intend to release it on Google Play near the end of this year. Nina Olsson at Morgis Art & Design has helped us with all in-game graphics and Robin Chyo (Senior Concept Artist at Funzio) has created all race images:



If you're interested in Rising Empires and its development please support us by visiting our website or our Google+ page and +1 us. We write regular updates for Rising Empires and there is also a gallery with screenshots from the very beginning of the development.

Cheers!
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