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AppGameKit/AppGameKit Studio Showcase / [WIP] Dreadnought Commander

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baxslash
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Posted: 15th Oct 2013 21:01
Looking awesome Fallout!

oct(31) = dec(25)
Fallout
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Posted: 15th Oct 2013 22:03
Thanks mate. Still plugging away at core code. I'll return to the visuals and prettify it when the gameplay is in place.
Chris Tate
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Posted: 16th Oct 2013 00:32
This game is going to be so great! I've not seen anything like this. I have no idea how you created this in AppGameKit, but it is fun to watch the progress. This one is more my cup of tea than the Carnage game; looking forward to seeing more updates. What genre would you classify this in? RPG? Strategy? Simulation?

A fusion? Or is it your own sub-genre or something difficult to classify?

Fallout
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Posted: 16th Oct 2013 09:41
Thanks Chris, that's exactly the sort of response I'm after. There are a lot of space games out there, but I've never played one where you have control over the troops and have destructible ships. It's going to be hard to get the balance between depth and ease of playability so I'll just keep refining it until it works.

I don't know what the genre is exactly. It's probably an RTS Space Simulation, at a guess. The fact it's hard to classify is a good thing IMO!

The plan is to get it into a working sandbox mode where it's playable and you can explore the galaxy. If it's well received I'll then continue to build on it.

Initial ideas ...
- Storyline and missions
- Characters stats/leveling up (so gunners get better, units get more health etc)
- Customisable ships, so you can dock at space stations and purchase weapon platforms
- Scavengable parts. So dismantle captured ships and take their weapons, thrusters, ammo
- Hailing other ships and some sort of communication dialogue can occur

At this point it'll start to take on more of an RPG feel. Long term big/complex ideas ...
- Multiplayer via blutooth or perhaps network for co-op and deathmatch play

If the franchise kicked off and made money and a following, perhaps an MMO, though I suspect this would be way down the line and probably aimed more at serious devices.

Working on gun turrets today!
Clonkex
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Posted: 17th Oct 2013 08:19
Wow, this game is looking really great! AND it's made with AppGameKit, though how I don't know

Amazing work

Fallout
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Posted: 17th Oct 2013 23:14
Thanks dude. AppGameKit is actually pretty capable for basic 3D needs. I was pretty surprised by the frame rate tbh. It's weakest point is the speed of command execution/interpretation for complex programs like this.
Fallout
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Posted: 18th Oct 2013 12:10
Well I made a gun turret but got side tracked by physics. I really wasn't happy with the basic simulation I'd made, and it was buggy too. After hitting a ship on one side and it rotating the wrong way in response, I bit the bullet and remade the collision code.

It's still far from perfect. The ships are really complex, with changing shapes and mass, and it needs to run fast on low speed devices at 20 FPS or lower. I'm not a physics guru either.

Anyway, I have what I think it a pretty cool simulation now. It favours low energy low torque collisions over full energy/momentum transfer, as that tends to be buggy when a huge ship hits a small one. It's also really stable at low speeds. There are a few scenarios where it's glitchy, especially with the spindly space station hull, but for the most part it's good. It also allows me to apply speed to the ship using forces at localised positions, which may be handy for thrusters and explosion impacts.

Matty H
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Posted: 18th Oct 2013 17:34
This is awesome.

You might have been able to use Box2D for physics if your game is always on a 2D plane?

I did something similar where I had a 2D simulation going on with the sprites hidden and then I transformed the sprites positions and angles to another set of sprites which could have easily been 3D objects.

That's a bit of a hack though and adds complexity, what you have is better but I bet it was a lot of work

I have a small PhysX wrapper here if you ever convert to tier 2, multithreaded physics for a speed boost

Fallout
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Posted: 18th Oct 2013 18:33
Cheers dude. I may have to convert to Tier 2 eventually. By far the biggest bottleneck is the interpreted code surprisingly. If I continue to have performance issues after more optimisations it may become a necessity and then I can look at physics libraries.
Fallout
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Posted: 21st Oct 2013 19:56
New stuff to demo ...

I've added two new controls. The zoom functionality is now an on-screen control. It's kind of logarithmic so distance is not linear to the control slide. Also added the pause which is more of a 10 times slower function (good suggestion, I think from Matty).

Basic small canons are in. They're not the most exciting weapon but obviously I can make cooler ones now. Once you have a gunner in the attached seat you may select the weapon. You can then target any component and it's automatically track and shoot at it until it's out of range, out of the turrets view arc, or the turret is out of ammo.

Normally you'd just target the reactor, as demonstrated, to get a kill as quickly as possible, but you can shoot anything you want from troops to specific components. I can imagine many scenarios where you might choose to target specific weapons or engines. Perhaps you want to weaken one side of a strong ship, so you can attack it safely? Or perhaps you want to disable it's propulsion so you can board it and take it over? Whatever you want to do.

I think this vid is a little underwhelming at the moment, but that's due to the weapon being weak, only basic visual effects, no moving enemies, the need to balance everything and make controls more fluid etc. All fairly straightforward stuff to sort as the game progresses.

Chris Tate
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Posted: 22nd Oct 2013 00:40
Lovely . So do you purchase the weapons and mount them where you like or are mount designations set per ship design? Will hit point damage indicators be used or will you need to judge the damage based on the animation?

Fallout
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Posted: 22nd Oct 2013 09:36
I'm glad you asked those questions Chris because they're not really things I've thought about much!

The weapons are made of two parts which is a mount and a turret. What I'll probably do is redesign the mount when I return to the graphics and make it more generic so I can put any weapon on top. Then it should be straight forward to swap weapons.

The approaches I'm likely to use are docking at a space station as a 'shop' and buying new weapons, although I haven't even thought of money yet. Some sort of scavenge system perhaps, to gain 'credits' could allow you to purchase weapons and hire crew, or maybe credits from killing enemies and completing missions. I'd also like you to be able to take weapons from other ships and attach them to your ship. To do that you'd probably use the engineer class, board a ship, dismantle the weapon and then it gets added to your cargo or something. Quite complex and one I'm going to have to think about.

As for damage indicators, I don't want a load of health bars on the screen. I could do a damaged model for each component to show when it's low on health. Alternatively some sort of flashing red hue perhaps. One to think about.

Again, good questions though as there's so much to do it's hard to think of everything as I go!
Fallout
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Posted: 22nd Oct 2013 13:13 Edited at: 22nd Oct 2013 13:13
Decided to work on some particle effects this morning to improve the visuals. The pause/slow-mo function makes taking screenshots at the right time nice and easy!

I make my particle animations with TimeLineFX which I would really recommend. Very cheap compared to most particle editors and creates transparent seamless sprite sheets and has loads of very good preset libraries.

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Fallout
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Posted: 22nd Oct 2013 18:36
Ok, finally we can blow some stuff up with a bit more style. I've finished some more logic code, a rocket launcher weapon, some more explosion effects and added additional sounds. Now the ships are starting to feel like proper weapon platforms.

It's interesting to see how attacking ships from different directions will be important. The little ships go down quite easily, but the one at the end of the video doesn't go down. All the rockets/shells are used up destroying the rear armour and thrusters and I run out of rockets! I think I was accidentally targeting one of the floor tiles. Check your targets!

Cliff Mellangard 3DEGS
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Posted: 22nd Oct 2013 22:56
Awesome work! and looks like an epic agk game

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
Clonkex
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Posted: 23rd Oct 2013 04:15
Quote: "Awesome work! and looks like an epic agk game"


Indeed!

@Fallout:

How did you do the animation of the characters? 'Cause AppGameKit doesn't support bone animation yet...

Fallout
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Posted: 23rd Oct 2013 09:33
Thanks guys.

@Clonkex - I made my own animation system and animation editor. See this post ... http://forum.thegamecreators.com/?m=forum_view&t=207939&b=48&msg=2488614#m2488614
Clonkex
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Posted: 24th Oct 2013 00:47
Thanks, but I read that already What I mean is that AFAIK AppGameKit doesn't support per-limb transformation, so is each limb a separate object or something?

Fallout
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Posted: 24th Oct 2013 10:38
Yes, exactly that. The view distance of the game covers up any flaws from using separate objects.
Chris Tate
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Posted: 24th Oct 2013 11:19 Edited at: 24th Oct 2013 11:19
Now that is what you call working around the limitations of equipment; reminds me of the original Mario Bros game where they could only use a few sprites and they had to be small; the clouds used the same sprites as the bushes with different colour palettes and the characters where as small as possibly could be animated without looking bad.

Game-wise, if it looks good it is good! Or as Clint Eastwood would say,
Quote: "A Man's Got to Know his Limitations"


Fallout
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Posted: 25th Oct 2013 14:03 Edited at: 25th Oct 2013 14:04
Hah. Thanks Chris. Actually in some way it's nice to do a manual system because DBP/GDK animations have always been lacking without the use of Enhanced Animations, plus it's probably faster without having to weight individual vertices etc. Also you can reskin individual limbs. Lots of benefits.

Here's what I've been doing the last couple of days. I'm fed up with having crappy test ships with no roofs, so I've made the first proper ship. This is one of the smallest most basic ones, called the Bug. One turret mount point, one small thruster. I've also added doors to the docking tunnels so the ships can finally be 'air tight'.

Roofing appears at a certain zoom point, so you just zoom in to remove the roof and see your crew.

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unlikely
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Posted: 25th Oct 2013 21:56 Edited at: 25th Oct 2013 21:56
Looks awesome and it's interesting to follow your progress! Thanks!
Chris Tate
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Posted: 26th Oct 2013 00:50
Quote: "it's nice to do a manual system because DBP/GDK animations have always been lacking without the use of Enhanced Animations, plus it's probably faster without having to weight individual vertices etc. Also you can reskin individual limbs. Lots of benefits."


Yeah, very true!

Fallout
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Posted: 29th Oct 2013 11:10 Edited at: 29th Oct 2013 11:10
Been working on a few more things, fixing bugs and also trying to stay on top of the usability so the game is easy and intuitive to play.

I've added asteroids which can cause some carnage! Lots of mass and resistance, so basically they smash holes in your ship and can't be destroyed by low calibre weapons. You need some rockets on those bad boys to take them out, or just get out of the way.

Now using red colouring on components to indicate their health.

Added an option to manually open and close the docking doors. This allows you to still jump troops into an enemy ship without first having to smash holes in your ship, or if their docking poor is destroyed.

I've added select weapon buttons so you can easily choose weapons when you're zoomed right out, making targeting stuff easier. These buttons are only visible when you pause the game, which stops them from getting in the way while playing.

Selecting crew or weapons (and other things) shows a "selection data" drop down which you can open or close and shows info. At the moment it just shows basic stats but as the game evolves this panel will show crew ranks, abilities, XP and allow you to level them up.

Ideas for crew level up ...
All Classes
- Movement speed
- Health
- Hand to hand combat skill

Crew Class
- Turret accuracy bonus
- Ship movement speed bonus

Commander Class
- All crew stats bonus (Boosts all stats on all crew members slightly)
- Pistol accuracy
- Pistol damage

Marine Class
- Weapon accuracy
- Weapon damage
- Explosives (Marine is able to place charges on key components)

Engineer Class
- Repair speed
- Repair distance

I'm going to leave these crew RPG elements until a future update.

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nz0
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Posted: 30th Oct 2013 00:52
Looks fantastic. I'm really impressed with the extra (3d) functionality you've squeezed out of AppGameKit which isn't included.

Clonkex
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Posted: 30th Oct 2013 01:35
I love coming back here to see what you've done next. It's really awesome So few people actually progress after their initial WIP post.

Fallout
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Posted: 31st Oct 2013 15:09
Let's hope I make it to the end mate!

The 3D in AppGameKit is definitely lacking, but the core is there so most things seem possible for a 3D game with standard features. Looking forward to seeing what improvements I can make when I port it to V2 though.
Fallout
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Posted: 31st Oct 2013 17:57 Edited at: 31st Oct 2013 17:57
Here's a look at the first large installation. I can't really make them any bigger than this without taking too much of a performance hit, as much as I'd love to have huuuuuge ships.

This is a Repair Station which will occupy it's own little quadrant of space and you'll probably hyperjump there or something when your ship is too damaged. It has two repair guns which can repair your ship quicker and reach places your engineer cannot. There's also a healing bed (green thing), so if you dock with it you can bring your crew here to heal them. I think this will be the only mechanism to heal troops as it feels more sim/realistic. It's also armed to the teeth, mwahaha!

I suspect some missions will start from here and perhaps at some point you'll get to pilot it and defend an attack. Aside from 9 crew it'll probably have around 6 marines as it's a valuable installation, so it'd be fun to try and assault it, or defend an assault.

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Naphier
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Posted: 31st Oct 2013 20:22
This is pretty awesome! I can't wait to play!

Matty H
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Posted: 1st Nov 2013 11:01
Agreed, this is totally a game I would love to play, can't wait!

Fallout
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Posted: 1st Nov 2013 11:55 Edited at: 1st Nov 2013 11:55
Thanks guys. Me too! I'm looking forward to getting onto the AI, having my first dog fight and turning it into an actual game.

Here's the completed Repair Station. 508 separate components which is a bit worrying as far as performance is concerned. Levels with ships of this size in will have to be quite sparse. Hopefully I can come up with some cunning efficiency systems to make this less of an issue.

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baxslash
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Posted: 1st Nov 2013 12:30
What if you made "obj" files for each object as the ship was built including offsets so all you are doing is position and rotation? You could even make levels of detail, split the ship into "chunks" and reduce chunks into smaller chunks once they've been damaged... an undamaged ship is one object, if it gets hit in one corner you could split it into three quarters and individual objects in the other quarter (or a set of slightly larger chunks).

It might sound a bit complicated but once the system is set up it would save a lot of calcs and improve draw time.

Not sure how you are doing it now but that's about the fastest way I can imagine with the current command set.

oct(31) = dec(25)
Fallout
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Posted: 1st Nov 2013 13:42
That's definitely possible, but would require me to make an obj exporter and increase the amount of meshes in memory. It would improve performance though.

To be honest the draw time isn't a huge overhead. The biggest by far is the interpreted code. It's crazy slow, and is a good argument for using Tier 2. Half the FPS is lost by running through thousands of components, calculating visibility, positioning them (I'm using fast vector based maths, no trig) and other things. Simple things like for loops seem incredibly slow, so I have loads of short cut variables to minimize my loop side, and also accessing arrays seems slow. If I can fine tune all of this, doing things like ignoring component position calculation for anything off screen that isn't likely to be in a collision etc. I should see a decent speed increase. Ships are already LODed, so they essentially become 2D when you zoom out far enough to see 3 or 4 ships.

I've seen ancient lady mention that you can do something like:

dim Bob[10,10,10] as BobType
BobTemp as BobType
BobTemp = BobType[1,1,1]

To shortcut array accessing when dealing with lots of elements inside an array, but I tried it once and it didn't work. Hopefully I am wrong here and this is possible, as I could probably get a lot of extra performance by caching my 2D and 3D array elements.

Cheers for the suggestions on performance. Always good food for thought.
Ian Rees
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Posted: 1st Nov 2013 14:28
Wow. Just, wow.

This is going to be awesome!

Can't wait...

Clonkex
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Posted: 4th Nov 2013 00:26
Man, this is a game I would definitely buy! I really hope for your sake other people think the same way and it gets rated highly on Google Play

Fallout
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Posted: 4th Nov 2013 09:04
Thanks guys. Well hopefully it'll be genuinely worth of good praise and do well in the rankings.

Here's a look at the space station in action (shooting at least). I've not done the code for the healing booth or repair guns yet, but this gives you an idea of it's weapon platform capability.

Clonkex
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Posted: 4th Nov 2013 14:37 Edited at: 4th Nov 2013 23:28
Quote: "Here's a look at the space station in action (shooting at least). I've not done the code for the healing booth or repair guns yet, but this gives you an idea of it's weapon platform capability."


I don't mind when you do this in a forum post, but for goodness' sake get your grammar and spelling right in-game and on the marketplaces!! Even some of the biggest developers make spelling mistakes these days and it's horrifically unprofessional!

I'm referring of course to your incorrect use of "it's". "It's" is an abbreviation for "it is". You meant to use "its". If you're ever confused, remember that "it's" is an abbreviation, or just think how you say "yours" or "hers" (both possessive) without apostrophes.

If you'd like someone to go through and check everything you're going to post on any marketplace or any significant amounts of in-game text, feel absolutely free to post it on here and I'll check it for you. Alternatively, if you'd prefer not to put your texts in public view, I'll give you my email and you can email me. Or you can ignore me entirely; the choice is yours and I will remain totally unoffended whatever the decision

Currently downloading the new video, will watch it tomorrow morning when I'm not asleep

Matty H
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Posted: 4th Nov 2013 15:18
Clonkex - it's just a forum post

Funnell7
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Posted: 4th Nov 2013 15:19 Edited at: 4th Nov 2013 15:22
@Clonkex

Quote: "Alternatively, if you're prefer not to put your texts in public view"


Should that not be 'if you'. If you're ever confused, remember 'you're' is an abbreviation of 'you are'
Ancient Lady
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Posted: 4th Nov 2013 15:48
Now, now, play nice children.

He might have meant to type "If you'd prefer...", using the contraction for 'you would'.

I think everyone is sometimes subject to grammar and spelling issues when doing something almost akin to stream of thought typing that is frequently what we see in forum posts.

I generally try to reread whatever I post, before hitting the 'Post Message' button, so as to make sure that my spelling and grammar are correct. And that doesn't always work (I have been known to edit a post if I find even the smallest issue after posting).

Cheers,
Ancient Lady
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Funnell7
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Posted: 4th Nov 2013 16:00 Edited at: 4th Nov 2013 16:02
I know I know, I was just messing ... It was just funny how Clonkex had a big issue with the use of 'it's' and then makes a minor mistake himself... Practice what you preach I say...

EDIT: Sorry Fallout, this is misuse of your excellent thread.
Fallout
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Posted: 4th Nov 2013 16:04 Edited at: 4th Nov 2013 16:08
To be fair to Clonex, that is actually one grammar issue I will hold my hands up to and say I genuinely didn't know. It makes perfect sense now it's (correctly used) been pointed out, but nobody has ever picked me up on it, even in these kind of light hearted grammar vs grammar wars!

Having said that, to be fair to myself, normally my grammar is fine. I don't proof read my forum messages and my typing speed actually exceeds my thinking speed, so I consider my forum messages pretty damn good considering! Any official text would be proof read, and I'm fairly confident that it'll be grammatically accurate enough for 99% of my players. If the 1% choose to pick holes in it and provide me with feedback I can always update it. If any of those people choose not to play my game because I put a comma in the wrong place then fair play to them and their screwed up standards.

Edit: Oh, and to be fair, since "Bob's thing" implies ownership, "It's thing" actually is a logical assumption of correct grammar, so I feel vindicated that I've been making that mistakes for years because logically it makes sense.
Clonkex
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Posted: 4th Nov 2013 23:47
Quote: "Clonkex - it's just a forum post"


NOW it's a forum post, but soon it's a marketplace mistake, and then it's an auto-reply email mistake, and then it's a robot that can't spell, and then the world belongs to the robots!!

Quote: "Should that not be 'if you'. If you're ever confused, remember 'you're' is an abbreviation of 'you are'"


Crap, I KNEW I'd get something wrong in my post correcting grammar! Actually it was meant to be "you'd" but my fingers detected the apostrophe as I was typing and auto-corrected my brain's intention into a "you're"

Quote: "Now, now, play nice children."


Haha

Quote: "He might have meant to type "If you'd prefer...", using the contraction for 'you would'."


Indeed

Quote: "I have been known to edit a post if I find even the smallest issue after posting"


I do almost every single time. I do re-read my posts before posting, and carefully too, but it's sometimes easier to see mistakes in the posted message than in the typing box.

Quote: "It was just funny how Clonkex had a big issue with the use of 'it's' and then makes a minor mistake himself... Practice what you preach I say..."


lol I try! If I'd noticed the problem I'd have edited it immediately! Also...as you're not American (they spell it differently), you should have spelled it "Practise". Really.

It's like "advice" and "advise". You can't "practice" something, that would be like trying to "advice" someone. Similarly, "practise makes perfect" makes no sense. Practise = Verb; Practice = Noun. To remember it, just think of "advice" and "advise".

Quote: "To be fair to Clonex, that is actually one grammar issue I will hold my hands up to and say I genuinely didn't know."


Sure, ok. I know plenty of people that, instead of being lazy about spelling/grammar, simply don't know how. They honestly never took any notice during schooling or were never taught.

Funny how most people can't spell my name...

Quote: "it's (correctly used)"


Yes! Good work!

Quote: "Having said that, to be fair to myself, normally my grammar is fine."


I can see that. You do better than most people.

Quote: "I don't proof read my forum messages and my typing speed actually exceeds my thinking speed, so I consider my forum messages pretty damn good considering!"


I'll say! I assumed you carefully proof-read them like I do Actually my thinking speed exceeds my typing, so all too often I end up with missing words (more so with hand-written stuff).

Quote: "If any of those people choose not to play my game because I put a comma in the wrong place then fair play to them and their screwed up standards."


Indeed. I still play and thoroughly enjoy Chivalry: Medieval Warfare despite its horrific spelling mistakes and awful support.

Quote: "Oh, and to be fair, since "Bob's thing" implies ownership, "It's thing" actually is a logical assumption of correct grammar, so I feel vindicated that I've been making that mistakes for years because logically it makes sense."


Indeed, that's why most people make that mistake. It took me a long while to learn the correct method. That's why I said if you forget, remember that it's the same as "yours" and "hers": they're all pronouns and don't need apostrophes to show possession. But yeah it's totally a logical assumption, just incorrect

Quote: "EDIT: Sorry Fallout, this is misuse of your excellent thread."


Indeed. ASAP back to DreadCom (which, by the way, I think is a far better name than Space Squadron 2....much more memorable, and that's important)

Fallout
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Posted: 5th Nov 2013 16:52
Holy McNoly McAI. Now begins the quest to end all quests! I am getting stuck into the AI, and you could say it is much like bigfoot in that it's no mean feat. <Insert laugher and rapture of applause>

It'll be tricky to get AI ships navigating well. They're not limited by simple movements. They have to deal with vectors all over the shop, negotiating asteroids, lining up for docking without crashing into things, orientating themselves to make best use of shielding and weapons, targeting based on weak points, not crashing into each other, etc etc.

On top of that I need the crew on board to behave intelligently. What can the commander do? Well, he can do everything. He can log into the ship, operate as a gunner or pilot and also fight in gun battles. He can board other ships and take them over. He must preserve his own life. What if an enemy is in a seat? He needs to kill him. What if the pathway is broken and there is no route, then he needs to get out of the way so the repair guy can fix it, if there is one.

What about that repair guy? Well he needs to stay safe away from the hull exterior and then move into position to repair key components, in priority order, as and when it's safe to do so. He needs to make use of the healing bed like everyone else if he gets too wounded. He also needs to reload the weapons at the right time.

What about the marines? Well, we don't want them standing around like lemons waiting to get shot. When a threat is present, they need to get into position to protect the bridge or reactor. They need to hold position or move at the right time. If the AI is given an assault/capture mission, they need to flush out the airlock then charge through, but wait for their comrades so they don't get picked off like fish in a barrel. They need to know to head back if their ship is under threat and if two broken ships are touching, they need to make use of the hull to hull jump functionality.

Yes. I think by the time I've finished coding this I may have actually written something more powerful than Skynet. Wish me luck (or don't if you don't like the idea of thermonuclear war).
Chris Tate
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Posted: 5th Nov 2013 22:53 Edited at: 5th Nov 2013 22:55
Regarding the previous post...

I like that pause feature you implemented. You can set up your tactical move whilst the simulation is in motion; it is quite a charm to watch. Fantastic.

That was quite funny when Clonex provided grammar advice you're would expect him to do use grammar likewise init. Jus kiddin

Yeah, keep writing a lot, after a while you'll find yourself doing fine even without a spell checker. My spelling mistake ratio improved dramatically after long periods of writing articles, doing so the way you would utter the sentences in your own way, not trying to hard to come across too corporate or too text book; since this is a artistically creative independent industry with personalities not just companies.

Clonkex
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Posted: 6th Nov 2013 01:35 Edited at: 6th Nov 2013 01:37
Quote: "That was quite funny when Clonex provided grammar advice"


Clonkex! It's CLONKEX!! As in the game Clonk! Don't worry just kidding

Chris Tate
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Posted: 6th Nov 2013 02:15 Edited at: 6th Nov 2013 02:17
hahaha! Good grief. I guess that was my turn to spell at least one thing wrong, who's next? (I had better put that question mark in there as well)

Fallout
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Posted: 6th Nov 2013 12:07
Well, back on topic ...

AI has come along really quickly as all the path finding and many other structures were already in place. Here I've set up some enemy units (coloured red for now) and I just let them do their thing after a little delay. I don't try and fight back until the last video. In any case I'm hopelessly out gunned! They go about clearing the ship and taking control of it.

I'll add in some crew AI next so they can take control of guns/piloting and then I can work on ship control.

It's working pretty well. I need to refine a lot of the decisions so they work better together, the key one being constantly walking up and down when their path is blocked making new decisions, but they're already effective and you're basically dead unless you get your marines in a good position.

Crew class will be given a hand to hand combat move so they at least have a small chance of surviving. It's turning into a game though!

Chris Tate
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Posted: 6th Nov 2013 23:23 Edited at: 6th Nov 2013 23:23
So it is your own AI system? I am not familiar with the AGK. The battles will be really intense with man and machine combat, asteroids and space survival; sounds good to me.

I have a soft spot for such games which have a financial resource management aspect, is that something in the works, or not quite an aspect of the planned game? On mobile devices combat and resource management it might be a little much for the casual gamer, but that is a wild guess.

Van B
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Posted: 7th Nov 2013 09:11
Looking great Fallout, really nice idea with the pause-based strategy, seems like the ideal way to handle it.

Might be handy to be able to pause and tell someone to throw a plasma nade at those bedded-in enemies, they seem to cause a lot of trouble... if it damages the ship, then maybe that's the risk

I am the one who knocks...

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