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Dwarf Fortress history generation algorithms?

I might write better something down later. It wasn't a history generator, but I have a work-in-progress "plot generator" thing that pushes AI factions into conflict.

I generate a curve to identify what overall activity should look like, determining points of escalating action. This curve is fixed when the session is created, but all of the details are decided by the AI factions and whatever input the player is providing as the game is played. The world state always has a current escalation value, which is basically the amount of upheaval in play. This escalation value is always compared to the projected curve. During periods of rising action, AI factions are more likely to attempt activity which could upset the world state, and factions are more likely to respond to this activity in a similarly escalating fashion. The further the escalation value is from the projected curve, the more likely it is for these things to be effective. In effect, if one action fails, the next action has a higher probability of succeeding until the escalation value corresponds with the projected curve.

Malaysia Airlines Boeing crash in Ukraine

Malaysia Airlines Boeing crash in Ukraine

author=Dyhalto
Apologies in advance if I sound stubborn, but I'm generally predisposed towards disbelief of anything western media says when it comes to geopolitics.
And since the satellite trajectory was released by the US, I'm inclined to say it's fake. It wouldn't surprise me if new evidence turns up within the week that forces the US to call it's data "a miscalculation" or some similar backpedaling.


It's been a week. Do you want another week?

Malaysia Airlines Boeing crash in Ukraine

author=Dyhalto
Apologies in advance if I sound stubborn, but I'm generally predisposed towards disbelief of anything western media says when it comes to geopolitics.
And since the satellite trajectory was released by the US, I'm inclined to say it's fake. It wouldn't surprise me if new evidence turns up within the week that forces the US to call it's data "a miscalculation" or some similar backpedaling.
It's possible, but this sort of intel is difficult to fake since it's based on hard data that's collected and reported within minutes, and not particularly open to interpretation. The second batch of information the US released is actually easier to twist to match your goals, but for whatever reason people think pictures are more conclusive.

Malaysia Airlines Boeing crash in Ukraine

author=Dyhalto
This was a false flag operation.

This is probably false. The launch site and trajectory are known. It's possible for the Ukraine to commandeer it, but improbable without the rebels knowing about it and telling the world.

Whatchu Workin' On? Tell us!



I meant to share this image last week because it made me laugh. I had set all of the stats to 9999 because I was testing spacing/alignment in a status screen I had been working on. But I forgot to change it back. As a result, evasion was so high almost no attacks could connect... even if each entity was throwing out 60 of them per second because their agility was so high.

ar_012.png

Not just a HUD now. Battle loop fully functional. ATB-like with concurrent turns. Added player sprites, animations, and flashing. Need to add damage indicator, then I'll move on to a different scene altogether and revisit this next week. Under the hood, this is the most elegant battle system I've ever made. It's easy to understand and extend. As a result, the fundamentals came together very, very quickly.

ar_012.png

Started the combat module. It loads monsters from a passed array, creating the appropriate object with the right stats and abilities. Basic HUD rendering complete--the values even lerp towards their target every frame if their referenced value changes.

2014 Indie Game Development Contest: $10,000 Grand Prize!

I signed up. The plan is to finish in like a week, and if I don't then I'm out. By using my framework and the many libraries I've built for it, I already have a pretty good head start on getting a lot done in the span of a week. I am starting high level and working down to ensure that something is playable, similar to my gamejam strategy but with more breathing room, and then any extra time can be spent on flourish or feature-expansion.

At this point, the game already works. It has a title scene, creates or loads savefiles, and generates a sequence of solvable randomly generated dungeons. The player can move via direct keyboard/gamepad input or mouse clicks (with pathfinding). The player can interact with terrain objects such as doors, and can interact with pickup objects such as keys. I have a working character module, character classes, and ability processing for fundamental components like damage, mp cost, status conditions, etc. What I don't have yet is a combat module to run this data through, but the abilities work correctly given the correct arguments. I intend to do the combat module next, which makes the game "complete", and then to add in the extra stuff I have in mind to make it better.

Basically, right now it is an infinite maze game with lock-and-key puzzles, the data structures of an RPG without combat, and a lot of room for easy expansion.

Valhalla

I'm a little confused. Are there other entities in the world that are triggering combat encounters? Because most of these battles don't appear to feature the user-created character. Edit: Actually, yes, that appears to be what the red E's are doing. I think you should simulate these outside of view, since they eat up a lot of time.

Anyway, if you're looking at what to do next I suggest removing some of the abstraction with equipment acquisition. Defeated enemies drop money or some other market-ready resource and the user-created entity uses it to acquire new equipment at shop locations.

Also some entity variance. Right now everything seems to be identical at Lv1, with the same HP, damage, and defense.

Also the entities seem to try to use skills even when they possess none. Some more intelligent behavior would be nice.