Toodles, y'all. It's been a while since I posted anything, and I have a pretty good excuse: I've been majorly busy, coding a multiplayer networking game for someone. But don't worry: Development of Omnimyth is still underway, if a little slow. And I have good news:
We're adding procedural terrain!
Not only will Omnimyth feature seed-generated storylines, characters, enemies, and items, but now the whole island will be completely different for each myth you create!
Of course, this hasn't been an easy drag-and-drop feature. I tried coded two different generation scripts before settling with my third. Here's my original attempt:
We're adding procedural terrain!
Not only will Omnimyth feature seed-generated storylines, characters, enemies, and items, but now the whole island will be completely different for each myth you create!
Of course, this hasn't been an easy drag-and-drop feature. I tried coded two different generation scripts before settling with my third. Here's my original attempt:
Not pretty, to say the least. But after trial and error (and numerous google searches), I managed to come up with this:
Empty and blocky, but not atrocious. Still, it needed a lot more (still does, actually). This is what I'm currently working with:
A long way to go yet, but you can see it coming together.
Because the whole world is being rebuilt, the Auto-Sapien villagers are having an AI overhaul as well. Rethinking the previous system of a "State" which randomized their actions based off previous input, I'm now using a list of Needs (Such as Eat, Guard, Explore, etc.), which in turn are made up of basic functions (Such as Move Here, Pick Up This, etc.). Needs have an Urgency value, which determines which should be acted upon first.
Meaning that the villager won't stop to have a nap while there's a herd of zombie-bulls attacking.
Because the whole world is being rebuilt, the Auto-Sapien villagers are having an AI overhaul as well. Rethinking the previous system of a "State" which randomized their actions based off previous input, I'm now using a list of Needs (Such as Eat, Guard, Explore, etc.), which in turn are made up of basic functions (Such as Move Here, Pick Up This, etc.). Needs have an Urgency value, which determines which should be acted upon first.
Meaning that the villager won't stop to have a nap while there's a herd of zombie-bulls attacking.
The story engine is also being built from the ground up again, so stay tuned for some interesting/boring/work-delaying updates on that.