Re: Dev Topic #2

#582
Regalis wrote: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.
Wow, phenomenal work! Thank you very much for this update! I'm extremely excited for this update now after this news. Also, I would like to praise you for managing to find time to develop the game during the very tight schedule you have now. You're doing a fantastic job!
ey b0ss, can I habe de pussi plz?

Re: Dev Topic #2

#583
On the plus side, awesomely awesomeness of awesome.

On the downside, yay code porting :'(
Regalis wrote:-paragraph about AI-
Sounds like a helluva job; I wouldn't be able to do that!


EDIT: And Regalis, do you still use 3D World Studio? I've grown sick of pressing "ctrl+Z" and finding that it sometimes deletes an entire group of brushes...
SCP - Box of Horrors v0.8.0b
Twitter
Github Profile

Re: Dev Topic #2

#585
Heh, this is great! It all sounds good, I'm the most excited for the map area system, and new rooms, new textures, NEW SOUNDS TO EDIT!!!!1!!1. Also, question, have you thought about implementing a physics system? It wouldn't have to be Source engine physics, more like knocking things over, stuff breaking, etc, throwing things.
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: Dev Topic #2

#586
Omg... Reggy is still alive!!!

Im really curious where 096 will be... It would be fucking scary if he spawns in a safe area like 914 or office rooms...
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

#588
That Same Anon wrote:Add disable096 or i will kill you, reg


Just kidding i will cry in a corner but still

Please disable096 command

2spooky4me
'reset096' is already in the game. Sure the sound is bugged since I didn't force stop the 096 'activation' sound but the commands works.
I'm getting the feeling that I should stop working on the console, since nobody seems to notice any changes to it...
M-x dingus-mode

Re: Dev Topic #2

#589
MonocleBios wrote:
That Same Anon wrote:Add disable096 or i will kill you, reg


Just kidding i will cry in a corner but still

Please disable096 command

2spooky4me
'reset096' is already in the game. Sure the sound is bugged since I didn't force stop the 096 'activation' sound but the commands works.
I'm getting the feeling that I should stop working on the console, since nobody seems to notice any changes to it...
I find it very useful when testing the mod or playing with the game.
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: Dev Topic #2

#590
MonocleBios wrote:
That Same Anon wrote:Add disable096 or i will kill you, reg


Just kidding i will cry in a corner but still

Please disable096 command

2spooky4me
'reset096' is already in the game. Sure the sound is bugged since I didn't force stop the 096 'activation' sound but the commands works.
I'm getting the feeling that I should stop working on the console, since nobody seems to notice any changes to it...
I notice it :)
Especially the freaking awesome console revamp that was input to the game. I will always remember the noclipspeed command you wrote too haha. That was legit. Thanks again for being awesome and making the console for the game have great accessibility and awesome new commands that can help immensely :)
Creator of SCP: Containment Breach Trailers, Creator of Containment Breach: Run.

http://www.gageallen.com