> ! Lets darn start ! <
5 posters
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> ! Lets darn start ! <
I understand that this is a progressive project, but I think we should start on some stuff (Building and Coding, not ideas)
If we do start on something can we all start on a Weekend or Friday
Also I am thinking of color themes
Here is what I got
Black Background, Green Borders, White Text
or
Black Background, Blue Borders, White Text
Agree disagree, share your thoughts and lets jumpstart this darned project
If we do start on something can we all start on a Weekend or Friday
Also I am thinking of color themes
Here is what I got
Black Background, Green Borders, White Text
or
Black Background, Blue Borders, White Text
Agree disagree, share your thoughts and lets jumpstart this darned project
Fattycat17- Posts : 116
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Listen. I know everyone here wants to start making something immediately.
That's totally possible. However, you would get angry when you make things that won't be used. It would also be frustarting when you make something and it's incorporated in like 3 months after you made it.
Currently, this organization is more important than the creation itself. If you want to have a headstart, sure, but then help us on the whole concept instead of immediately starting.
We need to work out some things first, before we can start things. I have learned that changing things can be - in some cases - harder than creating something new.
So let's first work a BASIC version out, we need to know what the game has to incorporate in the future, how flexible things must be, how the interaction works, how certain things work and moreover where to start. Before that, I don't think we can start on anything.
I have posted a lot of topics in the "concepts" forum already, and I'd like you to add your own concepts if you think of any. Look for example in the "where do we start" topic.
EDIT: One of the main reasons that the current game has failed is because I didn't built the game around the idea of a future game. I built is as the version as it would currently be, for example "let's add boxes". But, I didn't think of the future. What if I'd like to use "Model resources"? Then I would have to literally change EVERY script. And that is why the current game is almost unupdateable. So I'd like not to do that error twice, we first need a future perspective (a crude one, with all basic features in there) and then we can start building - because we have all those things in the back of your mind.
Planning.
That's totally possible. However, you would get angry when you make things that won't be used. It would also be frustarting when you make something and it's incorporated in like 3 months after you made it.
Currently, this organization is more important than the creation itself. If you want to have a headstart, sure, but then help us on the whole concept instead of immediately starting.
We need to work out some things first, before we can start things. I have learned that changing things can be - in some cases - harder than creating something new.
So let's first work a BASIC version out, we need to know what the game has to incorporate in the future, how flexible things must be, how the interaction works, how certain things work and moreover where to start. Before that, I don't think we can start on anything.
I have posted a lot of topics in the "concepts" forum already, and I'd like you to add your own concepts if you think of any. Look for example in the "where do we start" topic.
EDIT: One of the main reasons that the current game has failed is because I didn't built the game around the idea of a future game. I built is as the version as it would currently be, for example "let's add boxes". But, I didn't think of the future. What if I'd like to use "Model resources"? Then I would have to literally change EVERY script. And that is why the current game is almost unupdateable. So I'd like not to do that error twice, we first need a future perspective (a crude one, with all basic features in there) and then we can start building - because we have all those things in the back of your mind.
Planning.
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Oh yes, about these color themes?
I can create a simple handler so that Color3.new also accepts strings. You can then create a library for colors.
.TextColor3 = Color3.new("Ocean blue")
I can create a simple handler so that Color3.new also accepts strings. You can then create a library for colors.
.TextColor3 = Color3.new("Ocean blue")
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Kk that would be cool, get on skype and lets brainstorm and etc.
Fattycat17- Posts : 116
Join date : 2013-06-02
Re: > ! Lets darn start ! <
I want to make the animals. o3o
Zokorio- Posts : 46
Join date : 2013-06-01
Location : The box at the end of the street. :c
Re: > ! Lets darn start ! <
I just wanted to say when we do make animals they should also have some sort of theme
I took a look at some of the models that jobro had taken for animals and I noticed that some of them used just parts and others just used meshes, when we choose to make animals I think we should stick to one.
I took a look at some of the models that jobro had taken for animals and I noticed that some of them used just parts and others just used meshes, when we choose to make animals I think we should stick to one.
Fattycat17- Posts : 116
Join date : 2013-06-02
Re: > ! Lets darn start ! <
No meshes. If we do meshes, then we will get at a point like "oh noes, there is no mesh of this" and then we can't include it.
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
wait does that mean no wedges or sphers ?
powerfultyphlosion- Posts : 14
Join date : 2013-06-04
Re: > ! Lets darn start ! <
Yes, they are possible! That's because they can be resized and we can use them to make a generalized style of the game.
With meshes, we first have to wait until one is uploaded we can use :/
With meshes, we first have to wait until one is uploaded we can use :/
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Wait another Question and that is:
When are we going to start?!?!?!?!?
When are we going to start?!?!?!?!?
powerfultyphlosion- Posts : 14
Join date : 2013-06-04
Re: > ! Lets darn start ! <
When we are ready. We can start on some things already.
I'm currently working on the API infrastructure.
I'm currently working on the API infrastructure.
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Maybe me and Zokorio could work on the animals. I would try to make the AI. Zokorio would get a bite of the AI too. And the spawning. He could make the functions for moving. Like an API for it. The most complex thing is the AI most probably. Definitely going to be at least a few thousand lines of code.
coolieman2- Posts : 78
Join date : 2013-06-21
Location : Europe meaning i'm in a good timezone :)
Re: > ! Lets darn start ! <
You can use my API incorporation functions later. Like that, the only thing you have to do is to create the actual class and let my API handler do the rest.
Just a note: I made quite a lot of progress already on animals, including a quite smart AI. But yeah, that one isn't API based, but it will be easy to rebuild that. We could team up on that.
Just a note: I made quite a lot of progress already on animals, including a quite smart AI. But yeah, that one isn't API based, but it will be easy to rebuild that. We could team up on that.
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Should we use RayCasting AI like in nate890's AI bot
or
Make our own node - to - node AI bot?
or
Make our own node - to - node AI bot?
Fattycat17- Posts : 116
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Nodes fail, that's static pathfinding. At the point one blocks the road with a house for example, animals will just play dumb and try to move trough the houses. Dynamic, so raycasts or any other sensor system.
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
I guess I can just stay back with something more simple like weapon building, cause you guys have this more figured out that me... :l
Zokorio- Posts : 46
Join date : 2013-06-01
Location : The box at the end of the street. :c
Re: > ! Lets darn start ! <
So open up the spoiler if you would like to see how you could do it. These might not be the only ways but i think they are possible.
- Ways you could do it.:
- You could always put invisible rays everywhere continuously from the animal and then it could use the "RayCollide" method or something like that. If we would string those to functions with parameters we could use that method to a metatable which will be the path. You could modify parts of the metatable if the method detects any obstacles to not walk straight into it but do something else. Something like that. So that's one way to use raycasting as sensors. The other way is that there is a while loop that constantly pings out rays. It will use the "FindPartOnRay" method. It will determine the coordinates of it in Vector3 and it will use the size property to define where it can go where it can't. Using that method we could stop the while loop with the animal dying.
coolieman2- Posts : 78
Join date : 2013-06-21
Location : Europe meaning i'm in a good timezone :)
Re: > ! Lets darn start ! <
Invisible rays? As far as I know, Ray.new doesn't return any visible instance, but if you visualise it via a brick it will work.
The raycasting method seems to be the efficient method to find paths.
The raycasting method seems to be the efficient method to find paths.
jobro13- Posts : 250
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Is there any possible way with having animals in some way avoid buildings... because having them randomly walk would be easy but they would be beyond stupid in the sense that they would you know, walk in buildings, fall in the ocean, and not even care that a character is near them...
Zokorio- Posts : 46
Join date : 2013-06-01
Location : The box at the end of the street. :c
Re: > ! Lets darn start ! <
Right now I'm creating chickens... they look really nice.
Zokorio- Posts : 46
Join date : 2013-06-01
Location : The box at the end of the street. :c
Re: > ! Lets darn start ! <
@Zokorio that is the whole point of the AI, animals will avoid buildings, stay in groups, avoid playeres/enemy animals, etc. etc.
Fattycat17- Posts : 116
Join date : 2013-06-02
Re: > ! Lets darn start ! <
Speaking of animals, check out my chickens Their AI is pretty crappy but they feature...
- Random walking
- Random color (Either brown or white)
- Randomly drops an egg
- Makes chicken sounds
I also made baby ones but they are having "Difficulties", you can see the chickens here...
http://www.roblox.com/Scripting-and-Model-Build-Place-place?id=117522085
- Random walking
- Random color (Either brown or white)
- Randomly drops an egg
- Makes chicken sounds
I also made baby ones but they are having "Difficulties", you can see the chickens here...
http://www.roblox.com/Scripting-and-Model-Build-Place-place?id=117522085
Last edited by Zokorio on Thu Jun 27, 2013 8:18 pm; edited 1 time in total
Zokorio- Posts : 46
Join date : 2013-06-01
Location : The box at the end of the street. :c
Re: > ! Lets darn start ! <
I also made some grass that they follow then eat it. Of course real chickens don't eat grass that I know of, but it's just an idea for other animals like cows or something.
Zokorio- Posts : 46
Join date : 2013-06-01
Location : The box at the end of the street. :c
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