tag:blogger.com,1999:blog-3600649072173890752.post2562758855448895521..comments2024-02-16T04:37:34.976+01:00Comments on Rogue Survivor: Alpha 5.1 - Of Murder And TrustRoguedjackhttp://www.blogger.com/profile/16800931352085066567noreply@blogger.comBlogger39125tag:blogger.com,1999:blog-3600649072173890752.post-83481301649742362562010-12-13T17:09:16.500+01:002010-12-13T17:09:16.500+01:00FWIW, you have my vote for a linux version. This l...FWIW, you have my vote for a linux version. This looks cool and I'd love to give it a try.Unknownhttps://www.blogger.com/profile/15215431249943382609noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-12332797038094501252010-12-11T13:09:59.286+01:002010-12-11T13:09:59.286+01:00This looks really cool, pity about the lack of a l...This looks really cool, pity about the lack of a linux version. :(Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-33810862259433813012010-12-11T03:24:16.173+01:002010-12-11T03:24:16.173+01:00If you kill other civilian because they attacked y...If you kill other civilian because they attacked you first, is that considered a murder?onyhownoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-34194321818914687552010-12-09T10:08:36.672+01:002010-12-09T10:08:36.672+01:00Thanks for the answer. Good luck!Thanks for the answer. Good luck!Asesinonoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-66623058963364585962010-12-07T18:36:33.164+01:002010-12-07T18:36:33.164+01:00@Asesino
Trust is only between a follower and his ...@Asesino<br />Trust is only between a follower and his leader.<br />AI leaders don't give orders yet so by extension the trust value is not used, but it is there and tracked by the game and don't slow the game at all.<br />I might make some leaders AI in later version give orders, like NatGuards sergeants. I just have to write the AI for it but you are correct this would be resource hungry if I want the leader to be not too retarded.<br /><br />Leadership still works the same.Roguedjackhttps://www.blogger.com/profile/16800931352085066567noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-73065686156171814362010-12-07T17:35:01.502+01:002010-12-07T17:35:01.502+01:00>In RS there is no distinction between the play...>In RS there is no distinction between the player and NPCs. They are all actors.<br /><br />Does that mean, that in new build NPCs would gang up using the same trust mechanics? Wouldn't it be too resource-intensive?<br /><br />And by the way, how will Leadership work in 6.0?Asesinonoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-68359178062915261562010-12-06T20:14:40.454+01:002010-12-06T20:14:40.454+01:00In RS there is no distinction between the player a...In RS there is no distinction between the player and NPCs. They are all actors. The only difference is their controller (player or AI). All the map is "simulated" at the same level of detail.<br />I know some roguelikes make big distinctions between the player and NPCs ("mobs", "monsters", whatever), RS does not.<br />So the area around the player is nothing special and is no more "active" or "detailled" that other parts of the map.<br /><br />I understand the AI thread idea, it could work great in games that are player-centric and/or do a lot of pathfinding on a static world.Roguedjackhttps://www.blogger.com/profile/16800931352085066567noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-70371716536224110802010-12-06T20:01:00.059+01:002010-12-06T20:01:00.059+01:00@roguedjack: concerning multi-threading: Your poin...@roguedjack: concerning multi-threading: Your points are valid. For the area around the player you have to wait for the turn.<br /><br />What I do not know is what you 'simulate' in the area, which is not affected by the player (at least not for the next couple of turns).<br /><br />But if such a multithreading approach is really promising, I can't tell before I have not written my own roguelike ;).Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-10448745061174515362010-12-06T01:17:40.321+01:002010-12-06T01:17:40.321+01:00Fantastic! I think I commented earlier that I wan...Fantastic! I think I commented earlier that I wanted to be able to kill other survivors, and look at this!<br /><br />You guys are amazing.<br /><br />For a future update, you ought to think about doing some kind of critical hit or head shot mechanism. Be cool to kill a zombie in one well placed shot with a pistol.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-87570137567268573332010-12-05T22:39:12.002+01:002010-12-05T22:39:12.002+01:00Looks brilliant. Well done, the implementation ex...Looks brilliant. Well done, the implementation exceeds my expectations. I just wanted to kill people and steal their stuff, what you have given us is so much more.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-72937218114790729612010-12-05T21:49:28.513+01:002010-12-05T21:49:28.513+01:00about multi-threading, I'm pretty sure this wo...about multi-threading, I'm pretty sure this would be useless in a sequential game like this when stuff has to happen in a predefined and strict order, so you gain no time by doing things in seperate thread as there can be really only one thread.Roguedjackhttps://www.blogger.com/profile/16800931352085066567noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-30127219848168441552010-12-05T21:46:50.437+01:002010-12-05T21:46:50.437+01:00release: a few days. i keep catching new bugs and ...release: a few days. i keep catching new bugs and improving stuff :p MUST. STOP. FEATURE. CREEP.<br /><br />@anon 9:28pm<br />Thinking on player time would be a false good idea imho, as the player acting changes the world and would make AI "pre-thinking" likely obsolete.<br />Eg: the player is thinking, the AI think at the same time and wants to open a door, the player then plays and open this door, hence AI thinking was rendered useless when it is is turn to act. worse if other AIs have precedence in acting over this one.<br /><br />This kind of thing works in Chess AI for various reason (I did one, its called "thinking on opponent time" and works because you can somewhat "predict" actions) but not here imho.Roguedjackhttps://www.blogger.com/profile/16800931352085066567noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-26696934979354646112010-12-05T21:28:54.019+01:002010-12-05T21:28:54.019+01:00@roguedjack: very nice!
concerning the ai/performa...@roguedjack: very nice!<br />concerning the ai/performance issues: perhaps you could use also the time when the player 'thinks' and do you already use multi-threading?<br /><br />I know that the whole stuff gets then more and more complex but I've already seen one game, which uses one cpu-core solely for AI...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-57546430425470759332010-12-05T21:13:03.531+01:002010-12-05T21:13:03.531+01:00Lol i just got a new pc and i don't even want ...Lol i just got a new pc and i don't even want to start playing 5.0 cause then i'll have to remake for 5.1/6.0 i hope update is soon too manToupznoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-66064755214535961072010-12-05T20:51:30.561+01:002010-12-05T20:51:30.561+01:00Ok, i only found out about this game 2 days ago, a...Ok, i only found out about this game 2 days ago, and i'm already far too addicted...<br /><br />Please tell me this new update will be tonight, or if not say approximately when you think it will be finished, because i am really looking forward to it.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-67954722794557715182010-12-05T03:50:04.652+01:002010-12-05T03:50:04.652+01:00The new features will be awesome, i don't see ...The new features will be awesome, i don't see why there are complains above, also if JM can join us i hope we have to kill a lot of people first because i don't see why a psycho murderer beast like JM would join us ?! i also hope he can kill us in our sleep lolToupznoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-25789630350106524852010-12-05T03:42:40.722+01:002010-12-05T03:42:40.722+01:00Is the new version tonight?Is the new version tonight?Toupznoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-33004073264585809312010-12-04T21:38:31.566+01:002010-12-04T21:38:31.566+01:00I don't need an answer to that last comment, b...I don't need an answer to that last comment, btw. Just offering a suggestion for you to consider. Keep up the good work developing the game :)Kuriknoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-60066729867152728642010-12-04T21:34:51.895+01:002010-12-04T21:34:51.895+01:00Well, you'll have to be final judge on the fea...Well, you'll have to be final judge on the feasibility of the implementation, but if you can figure out a way to do something like this without it being a bottomless CPU sink, I encourage you to go for it - it would be an elegant way to get more mileage out of the interaction features you're currently implementing, and it would be interesting to have a sort of an "ecology" happening in the game world. :)Kuriknoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-28557336560718850032010-12-04T21:04:29.541+01:002010-12-04T21:04:29.541+01:00@kurik Again, it costs cpu to implement these kind...@kurik Again, it costs cpu to implement these kind of things. The more complex the ai behavior, the more cpu needed for it, the slower the game.<br />Believe me, the game would crawl as hell.<br />RTS and FPS can do things like this because you don't really notice the lag, it will just skip frames and display at a lower FPS. In a turn based game where all the ai processing has to happen at the same time between turns, you feel the lag. You can't skip frames.<br />I could, perhaps, try to introduce something like this, but carefully and optimized and simplified.Roguedjackhttps://www.blogger.com/profile/16800931352085066567noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-83424130544226380192010-12-04T20:46:05.352+01:002010-12-04T20:46:05.352+01:00@Roguedjack "@civs ai go to drop points/event...@Roguedjack "@civs ai go to drop points/events spots : maybe. keep in mind that means a proper pathfinding = 100+ civs ai eats your cpu. part of the fun is also you are clever than stupid ais."<br /><br />Currently I hardly ever see NPCs other than soldiers and CHAR guards survive more than a couple of days. I would imagine the leading causes of death are starvation (frequently for civs & cops, doubly so for for gangs), being ambushed in their sleep, and being chased down while in a hungry, sleep-deprived state. This is with relevant options at default expect for simulation at 100% and district size at maximum... The district size is probably a significant factor, as people are then more likely to not stumble upon the supply drops as they wander around.<br /><br />If NPCs could proactively seek out supply drops, and consequently not starve or stumble around in hunger-induced sleep-deprivation as much, that could improve their survival rate a great deal. If the NPCs you encounter live longer rather than almost all being fresh refugees, that makes all the interaction features that are being implemented more interesting from a gameplay standpoint. And supply drop locations could serve as focus points - everyone wants that food, so it's a great opportunity to recruit, trade or skirmish with other survivors, the gangs will want their piece too, then the zombies will wander in tracking everyone's scents, etc. Basically it could add a new kind of dynamism to the game world.Kuriknoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-18516748197343515672010-12-04T20:15:43.349+01:002010-12-04T20:15:43.349+01:00is for today the new release?? :O)is for today the new release?? :O)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-7384300578983723382010-12-04T20:00:34.957+01:002010-12-04T20:00:34.957+01:00It's a simplification.
I could make a more &q...It's a simplification. <br />I could make a more "realistic" system (like NPcs telling each other who they saw murdering who, so you could murder witnesses to cover your crimes etc...) but this is just not worth it : too much CPU spent (read: slower turns) and and data allocated (read: longer loading times) for something the vast majority of players would not notice or care about anyway. <br />Its technically pretty easy to do, just not worth it.Roguedjackhttps://www.blogger.com/profile/16800931352085066567noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-27594603611461943152010-12-04T19:16:57.699+01:002010-12-04T19:16:57.699+01:00I won't lie, one thing I don't particularl...I won't lie, one thing I don't particularly understand: how is it possible for other people to know what murders you have committed if they didn't see them happen?<br /><br />I think these features are kind of cool, but I don't really understand how it can just be known that you aren't trustworthy.<br /><br />I think once I play 5.1 and see the features in action, maybe I'll feel better about them. Will discuss on the forum ASAP, though I've been kind of busy so I haven't been able to go on.Barry Moorehttps://www.blogger.com/profile/13776559799534568133noreply@blogger.comtag:blogger.com,1999:blog-3600649072173890752.post-81174661900928151782010-12-04T16:43:42.985+01:002010-12-04T16:43:42.985+01:00I think the charismatic trait should come with som...I think the charismatic trait should come with some kind of added benefit in addition to the +1 trust. If you don't have any leadership skill, isn't it completely useless? Maybe it could influence trading ability as well?Anonymousnoreply@blogger.com