Re: SCP-860 implementation list + discussion

#101
juanjpro wrote:
MonocleBios wrote:
juanjpro wrote:I'll see what I can do to optimize the forest. Could you describe the forest's generation algorithm? It's the only thing I need to port it to Blitz3D.
It made paths by stepping through an empty array. Made use of direction variables for traversal, then added the last row manually. Special tiles were added by placing nodes during the generation of the main path.
Thanks, now I have an algorithm that seems to be good enough. Here's a sample:
Spoiler

Code: Select all

2 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 
0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 1 1 1 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 
2 2 2 2 2 2 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2 2 2 2 2 
And here's the code itself:
https://www.mediafire.com/?6a7u763gz2qd9on
It might need some optimization, but I think it's good enough for testing.
u stole my heart already.

and we have to save all this like right now so we dont lose it in the future (possibly, MAYBE..)

Re: SCP-860 implementation list + discussion

#102
juanjpro wrote:Thanks, now I have an algorithm that seems to be good enough. Here's a sample:
Spoiler

Code: Select all

2 3 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 
0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 1 1 1 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 
2 2 2 2 2 2 2 2 2 2 2 2 2 3 2 2 2 2 2 2 2 2 2 2 2 
And here's the code itself:
https://www.mediafire.com/?6a7u763gz2qd9on
It might need some optimization, but I think it's good enough for testing.
That looks pretty good to me. This is the script I put together for Monocle last year: http://www.mediafire.com/view/v78zsgchn ... erator2.py
It's a python 3.2 script (he ported it to Blitz himself). The only major difference from yours is that I had some extra checks when creating branches to avoid path branches reconnecting to the correct path, or running directly next to any other paths. That and a low chance of creating special tiles.

Re: SCP-860 implementation list + discussion

#103
risingstar64 wrote:That looks pretty good to me. This is the script I put together for Monocle last year: http://www.mediafire.com/view/v78zsgchn ... erator2.py
It's a python 3.2 script (he ported it to Blitz himself). The only major difference from yours is that I had some extra checks when creating branches to avoid path branches reconnecting to the correct path, or running directly next to any other paths. That and a low chance of creating special tiles.
Here's a Blitz3D port of your algorithm: https://www.mediafire.com/?p44pd8fcrqpmhfj
This implementation uses a 1D array instead of a 2D Dim array, so the forest doesn't need to be defined globally.

One thing I noticed about this algorithm is that the doors are forcibly placed at the center of the grid. If players noticed this, they'd just run straight through the forest since it'd probably be the easiest way of reaching the other door.

Re: SCP-860 implementation list + discussion

#104
juanjpro wrote:
risingstar64 wrote:That looks pretty good to me. This is the script I put together for Monocle last year: http://www.mediafire.com/view/v78zsgchn ... erator2.py
It's a python 3.2 script (he ported it to Blitz himself). The only major difference from yours is that I had some extra checks when creating branches to avoid path branches reconnecting to the correct path, or running directly next to any other paths. That and a low chance of creating special tiles.
Here's a Blitz3D port of your algorithm: https://www.mediafire.com/?p44pd8fcrqpmhfj
This implementation uses a 1D array instead of a 2D Dim array, so the forest doesn't need to be defined globally.

One thing I noticed about this algorithm is that the doors are forcibly placed at the center of the grid. If players noticed this, they'd just run straight through the forest since it'd probably be the easiest way of reaching the other door.
Wow, excellent work! I haven't looked at the source yet but if you already ported it I'm extremely impressed. I can't remember why I chose that door placement as it was awhile ago when I wrote it, but I don't see why not allow the doors to be created at any position on the wall, so please feel free to change that. I'm excited to see how you tackle the rest of the generation script.

Re: SCP-860 implementation list + discussion

#105
sweet work Juan, always encouraging to see such progress again already (:

Right now I'm working on the monsters animations, I think I'll just give it a simple texture and maybe we could add a particle effect along with it. I'll post a video about it when I get them done. (Always hard to make realistic animations). My laptop fan sounds like a hairbuzzer and is pretty hot, so I'll also have to check that in later. Lol.

Re: SCP-860 implementation list + discussion

#106
Maybe the current monster model could be just a placeholder for a new one. I was thinking of having someone like Microcaine, while done with the current model, could make a newer, cooler model for the future. This is my concept art based on my take of the monster.
Image
I bought a gay pony named North America! He walked on two legs and played the harmonica!
Check out my SCP - Comix mod: http://scpcbgame.com/forum/viewtopic.php?f=11&t=3557

Re: SCP-860 implementation list + discussion

#107
I don't really think that concept fits the monster too well. I imagine the monster being something more like a beast, a wild animal, something similar to an existing creature but....monstrous. The concept you made looks more like a magical type creature or something, I don't know. It looks cool, thats for sure, but it doesn't fit.

I would like to bring my idea of the monster changing appearance with every new entry. Not make it be a completely different monster, but rather add or take parts away each type. Maybe at first you see it with six legs, the next time it has two heads, then a tail, etc... So that you won't get used to the monster after a while.
-Resident Bacon Fanatic-

Re: SCP-860 implementation list + discussion

#108
For a while I tough that SCP-860 would never been added but as I can see, the project revived! YAY! :D
Initially I imagined the forest's path completely straight with some 90°-curves (just a road with no kind of fork...) where you just need to run like an angry 096 ( :096: ) using the Super Gas Mask to avoid being caught by the monster. By seeing the kind of path that the game generates, I'm glad to say that I was wrong! :)
So the forest's path can now be auto-generated by the game like the rest of the map, but I still have some questions that I keep asking myself since I heard about the project the first time:
1) will it be dispayed on the navigator? I think that the path should not be displayed, the forest is supposed to make the player lost (probably making the navigator lost signal like in the Pocket Dimension could be useful, same thing for the radio...)
2) how will the monster move? Will he be like a little 106 ( :106: ) that constantly moves torwards you passing trough the forest's trees and unreachable points, or he will use a Path-Finder to move following the forest's path?
3) where will you able to find the forest's door? Will it be in the Light Containment Zone, in the Heavy Containment Zone or it will be an autonomous area?

I don't know those things, but I know that you guys are amazing! :D
Don't listen to who will say "Complete the forest, plz!! Be fast, I wanna play it cuz it will be AMAZING!!!!!!111" and take your time for doing whatever you need to do.
You are doing a great job with this, I really hope to see this in-game one of these days... :)
:173: :106: <Please, give us a hug!)
:096: <Do you think my face is ugly? RHAAAAAR!! )
:049: <I sense the Desease in you! Take a nap and you'll get better...)