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1  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-10-26 11:02:08
It's Vangard, Jim, but not as we know it.



All game entities are represented by the one working tree model....

Heightmap is broken currently Smiley
2  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-10-18 10:34:14
A friend wants to attempt to build a 3D front-end for Vangard so I am scavenging my old Fog project and porting it to jME 3.01 and adapting it so it can be a plugin for Vangard. I post some screens soon. I'll continue to focus on "business logic".
3  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-10-14 10:28:09
I completed v1 of combat last night, so goblins figure out they must attack humans, and the humans figure out they are being attacked and defend themselves. I've been wasting a lot of time spawning hordes of goblins and watching the villager health bars drop. It's satisfying to see the attack behaviors slot in alongside the other behaviors, so that villagers cleanly switch from their chores to fighting and then back again to their chores.

I do need to figure out ways to make combat more interactive for human players - currently you just wait for the combat to resolve. So I need to add something, like attacking when the spacebar is hit, or maybe add the ability to move around, sidestep, backstab.
4  Games Center / Contests / Re: The OpenTafl Computer Tafl Open - An Abstract Strategy AI Tournament on: 2016-09-28 22:02:50
Sadly I am swamped by work on Vangard and have not made any progress.
5  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-27 21:19:23
Just some images of generated terrain. These are non-vector graphics, which a first for Vangard:



6  Game Development / Newbie & Debugging Questions / Re: Point changing for some reason on: 2016-09-27 10:21:36
Out of curiosity, how would you ever pass a reference without passing the value of the reference? At some point, you are always going to pass a value.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-25 22:38:43
Got terrain generation using the diamond square algorithm working.
8  Java Game APIs & Engines / Java Sound & OpenAL / Re: Should sound be on its own thread? on: 2016-09-25 14:36:45
I think @philfrei might know the answer.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-22 17:35:20
Today at work I wrote a util to translate HTML entities into XML entities. The fun just keeps on keeping on!
10  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-22 13:12:32
There is as much chance of there being a final build of Vangard as there is of getting the final build of Linux! Smiley
11  Game Development / Newbie & Debugging Questions / Re: Pixel Collision on: 2016-09-22 10:44:09
If a tile is (0,0) for top left and (32,32) for bottom right, and you only have straight slopes and different heights of platform to consider then all you need are two value for height-right and height-left (hr and hl for short). For a tile that fully occupies it's space, hr and hl equal 0. for a tile that fill the bottom half of the space hr and hl are 16. For a slope hr might be 0 and hl might be 32.
12  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-22 10:06:27
Yes, eventually. Not only roads between villages but also little rivers too and bridges. However this needs to be done with path finding logic that doesn't consume the CPU budget.

For now I have to focus on sound and town generation some more (currently there are only two building types, and we can't have the chieftains living in hovels). Also I need to make the paths prettier at some point.

Also working on combat in my lunch breaks and height map generation intermittently, currently the game has no height map but one is required as a friend is looking at adding a 3D front end on Vangard. With another project contributor I also have to work more on documentation and coordination and separation of concerns.

I'm also haunted by the need to make economics more realistic, add in trading between towns  so they are not necessarily self-sufficient, add in the ability for towns to grow and shrink in size...

@J0, I did quite a bit of work to make my path logic more believable after your WIDT feedback. I generate several possible street grids, pick the best based on a scoring system, then add in shortcuts based on a shortcut-finding algorithm, and then minimize the tree again - so the shortcuts replace any initial unlikely paths. A better road-generation algo was suggested to me on the WIDT thread, but it was less effort to initially hack around with what I already had.

It's all a bit overwhelming, but I'm pleased that I have got crafting working for both AIs and human players. I also have made the world resizable so it can run on weaker systems now. And I did some analysis of frame timings with has improved game smoothness. Under the hood I have added a lot of integrity checks to the game assets, so all the references between skills and careers and items and creatures and plants etc are guaranteed to be valid... And that enabled me to get rid of all the hard coding and move all aspects of game content into declarative asset files. So I am making progress, but don't expect the final version before Half Life III comes out Smiley
13  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-21 21:07:23
Just a little update, I have been very slowly working on town planning.

14  Games Center / Android Showcase / Re: [Android] 3D Chess Multiplayer on: 2016-09-19 10:28:10
I thought you meant "3D Chess" as in 3D rules, not 3D graphics.
15  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-09-07 11:04:34
Most of the audio glitches are ironed out. I am working on adding more realistic town plans as well as some variety in the size of settlements. However this implies I need the settlement economy to scale from a single hovel to to a small hamlet to a village to a town. Which is more tricky - because the rich keep getting richer, i need to print money (mine gold) continuously (aka quantitative easing). But small settlements won't have a gold mine so they would run into a money vacuum. One solution would be to allow entities to barter goods.

One nice thing about differing settlement sizes is it sets up trade routes with small agricultural settlements exchanging their food and wood surplus for the manufactured goods from larger towns. So I need to add a itinerant peddler career to the game, which would be a guy plus a donkey (walking repository).

16  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-05 10:12:47
That sounds like a very good and simple algorithm. I like the fact that it is based on what real people would do - take the shortest distance, unless there is an already existing path nearby. I can refine it by giving buildings a weight. So all buildings strongly generate the shortest path to the market or temple, and strongly favor existing paths for less popular buildings (like the village beggar's hut).

I'm moving on to other aspects now, but I've added your suggestion as a //todo in the code.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-04 19:46:32
It's very realistic. Olaf Ragnarson lives there and he's one scary dude with a big axe. It's safest to take the scenic route.

A simple brute-force way would be to run the path generation several times and then pick the result with the least number of paths. Another way would be to prune paths with connections to mandatory roads last.

If I calculate the total distance to a point in the graph, I can then add paths back in and see what addition lowers the total distance most.

But hey, the Vangardians don't even walk on the paths yet Smiley
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-04 13:17:38
Finished off my village generator. It now generates a grid of connected roads for all buildings. The grid is not optimum, but I guess that's more realistic anyway.

http://jdoodle.com/a/15W


  : Grass
# : Tree
v : Vegetable patch
h : Hovel
c : Cottage
l : Longhouse
H : Hall
G : Great Hall
S : Stronghold
M : Market
. : Square
City plan:
 c h| h v| h                     #
    |    |                        
     -----                        
    |   #  # #                    
    | #                            
     ---------------              
   #|      # h| h                #
    |        v|                    
          -----     -----          
    |      . .|   #  M  |        #
    |      . .|      H H|   #      
          ---------------          
 # h| h v|    |                    
   v|    |    |           #        
-----          ---------------    
 h v    #          | h       |    
        #          |         |    
                              -----
                   | h         c h
           #       |             v
                                  
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-02 10:58:46
Added a test of road connectedness to my village generator.

https://www.jdoodle.com/a/13E

Currently the generator just tests to see which roads are connected to a random root road, but next week I will add a calculation of a fully connected graph. I think I will just start will all roads paved, and then prune the grid randomly until the minimum number of roads are paved with all mandatory (next to building) road sections connected together.
20  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-30 10:48:57
necrocode Smiley
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-30 10:42:00
@philfrei, I'm liking the Allenspace Generator! It's like a Geiger counter on acid.

It would be a good background track for a science fiction / hacker / creepy aliens kind of game.

Edit: But what does the "Release" button do? I'm scared to press it. I'm also scared to not press it.
22  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-30 10:32:29
idea

  • pro : community version (free) is "good enough" for most people
  • con : ultimate version is waaaay better but costs.

At work I used to use IntelliJ Ultimate, but I gave up the license because for me the community version offers identical functionality and I could move to the latest IntelliJ builds without depending on purchasing orders or whatever. Unless you are doing enterprisy web development stuff, IntelliJ Community seems indistinguishable from Ultimate. My use case is POJO development, XML and XSLT.

Infuriatingly, I have to do work on my private websites using Eclipse because of IntelliJ Community being crippled in that regard.

If I make any money from my personal projects I will buy Ultimate, IntelliJ is that good I want to support them.
23  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-30 10:23:30
Yes, huge security risk.

I'm not saying Java does not have extensive security features to lock down code, I'm saying these features have failed. E.g. applets.
24  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-08-27 15:22:38
I don't think that you can form a judgement after a hello world app. I've used IntelliJ, Eclipse and Netbeans, and overall I prefer IntelliJ. IntelliJ's code inspections help me to write better Java.
25  Game Development / Game Mechanics / Re: Downloading and running jars from servers - Security? on: 2016-08-26 16:30:57
Yes, huge security risk.
26  Game Development / Newbie & Debugging Questions / Re: Does sat only works for 2 polygons at a time? (solved) on: 2016-08-25 19:01:40
...but what was the solution?
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-25 17:13:26
I've spent the last couple of lunchtimes building up a little village generator:

https://www.jdoodle.com/a/13E

Currently it builds a grid, puts down some random trees and one instance of each building type, and then adds random roads. Next steps are add more organized town planning and then connect up the roads.
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-08-24 10:45:50
To resolve some sound smoothness issues in Vangard I did some analysis of the times logic frames are taking. On average they take 20ms on my laptop with a target of 30fps, so the frame times looked ok. However I then counted the logic frames for each logic frame duration and found that although the vast majority were 16ms or less, 10% of the frames were over 33ms, so the CPU was spending a lot of time at full utilization on all cores.

I don't know how solveable the issue is. some of the spikes are probably due to my code, GC and so on, but sometimes the PC just has to do other stuff and with the CPU almost fully utilized by the game only bad things can happen.

For now i have simply provided a parameter to control world size. My laptop seems happy with 36km2, while I guess my fancy desktop can handle the original 100km2.
29  Games Center / WIP games, tools & toy projects / Re: Vangard on: 2016-08-22 10:41:16
I have been working with @philfrei on audio for a while. I will put up a new JAR soon with integration with pfambience.jar once we have ironed out a few glitches.

I have come up with a way to handle character ageing in the game. The problem I have is that I want the game to have ageing but it is hard to get an ageing rate that will work correctly given that I can't foresee the actual mortality rate. The goal would be to have the character expiring after about 40 hours of gameplay.

My solution is to use the same system I am planning to use for trees, where trees have a few age categories, like sapling, young tree, tree, mature tree, old tree, ancient tree. When a tree in one age category dies or gets aged into a higher category, a tree from the next category down gets aged into tree's category. So when an old tree is chopped down, a mature tree is aged into being an old tree, which causes a tree to become a mature tree, a young tree to become a tree, and a sapling to become a young tree. When a sapling is aged, then I spawn a new sapling somewhere.

So it would be the same for people - I would have categories like infant, child, youth, young adult, adult, mature adult, middle aged, old, wizened, terminal. The last age category actively kills people off, the player will get a timer to wrap up their affairs and select an heir!

Understandably, some people may not want to play a lineage and may want to play one character. For these cases I will let players opt to have a ring of immortality in their starting equipment. Instead of difficulty levels (which I can't even imagine for Vangard) I will let the players choose aspects of their background, like this ring, or having a powerful friend or enemy etc.
30  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-22 10:08:47
People are very binary. I once got a one star review that started "I love this game. I play it all the time, but..."
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