Re: Dev Topic #2

#571
Day 53
Still no sign of Regalis
We're running low on food and supplies
We started with a expedition of 4. Theres only me left.
Destructoid died from boredom.
InnocentSam got caugh by a zombie.
SCP 513 was having illusions and killed himself.
Please... Help me...
One day, on Steam..

Code: Select all

26 Fe + Mexican food =: lets see if you're oh so mister oh so smart
26 Fe + Mexican food =: who am i
ShadowDust: IronFajitas
26 Fe + Mexican food =: fuck
ShadowDust: *flies away*

Re: Dev Topic #2

#572
ShadowDust wrote:Day 53
Still no sign of Regalis
We're running low on food and supplies
We started with a expedition of 4. Theres only me left.
Destructoid died from boredom.
InnocentSam got caugh by a zombie.
SCP 513 was having illusions and killed himself.
Please... Help me...
Day 54
I found a man who said that he was the only one left of his group.
I've killed him and stolen all his food and weapons
DON'T SHOOT! LET THEM BURN!

Re: Dev Topic #2

#573
Day 55.

Found some off-topic posters meandering about the dev topic. I threatened them at gunpoint to stay on topic, and retired to my sleeping quarters.
It slep time bunner.

Re: Dev Topic #2

#574
Day 56

I don't see why it would matter since Regalis has not been M.I.A for 56 days. I am alone at [REDACTED] and I'm low on ammo. I found the dead body of InnocentSam.
I lost weight just by running up and down the stairs...

Re: Dev Topic #2

#576
Constantly complaining about the lack of updates isn't going to speed up anything. I'm sure Regalis has his own reasons for not giving a situation report, so I'd rather wait for an update than start derailing the Dev Topic. Patience is key, people.
ey b0ss, can I habe de pussi plz?

Re: Dev Topic #2

#577
cmon guys lets get back on topic. i can already sense Steelpoint staring at my soul...
One day, on Steam..

Code: Select all

26 Fe + Mexican food =: lets see if you're oh so mister oh so smart
26 Fe + Mexican food =: who am i
ShadowDust: IronFajitas
26 Fe + Mexican food =: fuck
ShadowDust: *flies away*

Re: Dev Topic #2

#578
I'm not sure if Regalis is trying to keep his progress as a surprise, or he's too busy with mandatory service.

Re: Dev Topic #2

#579
juanjpro wrote:I'm not sure if Regalis is trying to keep his progress as a surprise, or he's too busy with mandatory service.
HE'S TEASING US I TELL YOU.
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: Dev Topic #2

#580
Posted this in the v0.7 predictions thread, but I guess Ii should post it here too...

- The improved map generation algorithm I posted about in the dev topic
- ...and lots of new rooms to distinguish the new "zones" from each other
- At least three new SCPs. One of them is a quite big addition, the others are basically just minor curiosities like 895, with very little gameplay value.
- Different sound sources placed in various rooms - the vents make a quiet hissing sound, there's a deep rumbling sound in the nuke room, an alarm siren wailing in the red dead-end room, etc...
- New scripted events (SCP-096 doesn't just sit in that one room anymore :096:)
- Plenty of bugfixes as usual

I've also been thinking of rewriting the NPC AI system. When I wrote current system I had no idea I'd add something like the MTF to the game, so it was basically just designed for simpler behaviors like those of 173 and 106. The logic for deciding which task to do has become so complicated that every change to the AI of the MTF causes a ton of bugs, and making the NPCs interact with each other and do multiple tasks at the same time (like waiting for a tesla gate to deactivate while looking at 173) would take a huge amount of work with the current system.

I think I'll move away from the current finite state machine approach towards a utility-based system. For those who aren't familiar with AI programming, in an utility-based AI there's a list of possible actions the NPC can make (attack, search, follow someone, go to a location, etc), each of them are given a score based on which task is most appropriate for the situation, and the action with the best score is chosen. This would help making the AI a bit more flexible - an MTF unit could choose the best target based on the distance and other factors, one member of a team could keep following the player while the others stay looking at SCP-173, and things like that. I'll also try to make the system easier to customize and expand - instead of writing each NPC type it's own AI, I'll try to write one "universal AI" and assign the NPCs some pre-determined values to define how they should act.

Although, the new AI will take so much work that I doubt it'll make it to the next update. Which will, by the way, probably be ready early next month, or even at the end of this month if everything goes well.