creatures caves welcome, guest
downloads   gallery   dev   community   creatchi   forum   mycaves
bookmarks | search | post new topic
Development Forum
old
Kreatures   1 | 2 | ... | 12 | 13 | 14 | ... | 15 | 16
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/4/2017  1

The phosporus and glowing crystals will probably fit the mushroom cave very well, making it sorta psychodelic. :P

That's why I was trying to figure out another light source for this underwater part.

- Also, I know water won't be added in graphically, but it doesn't hurt to have water in the line drawing for clearness, right? :)


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Brynn

Brynn



  3/4/2017  1

Underwater areas typically do not have light sources unless they have full access to the sky (and even then, sunlight doesn't penetrate all that deep.)

Of course, if we don't have a light down there, we wouldn't be able to see anything, and that's no fun. (Unless you like being eaten by grues.) Why not have a toggleable light source down in the underwater area that you unlock? Like a dormant dome light, placed there by the Previous Race. In a nearby, dry area, there would be a console that would control the dome light's intensity (maybe two lights in the same place, one dim and one bright, and only one can be on at a time)

 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/4/2017  1

The leftmost part will have some ambient light, while the right part could have a bit of light due to the root system of the giant town tree having some gaps where light can enter. Or something.

The toggeable light source sounds like a great idea to fill in the void in the middle. But I think it would be nice if the controls would be underwater, so you'd have to take risks to be able to activate them if you don't have hybrid kreatures.

I was also thinking that maybe if the plug gets pulled, this area would turn into just a shallow pond while the underwater root area gets flooded. Crayfish-evolutions and such would be able to survive this kind of shallow pond area.


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Bifrost

Bifrost



  3/4/2017  1

Bioluminescent mushroom corals?
 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/4/2017  1

Anyone have suggestions for the lay-out of the mushroom cave? Some sketches? So many things are being suggested that would look lovely in the underwater part in the mushroom cave, maybe a good idea to create a basic line shape and basic features for it now?

Edit- Would it be possible for kreatures to jump? That would open up for a lot of possibilities in the design.

Edit2- The maximum kreature height would be 256px. What would the generic height of a kreature be?

Edit3- Woo an image! This could be a pretty definitive guide to the water cave design to scale up with the world map, do you people agree? Not the exact lines, just the shape. I'll leave the exact lines to someone who can draw :P
The greener lines would be the water level when the plug gets pulled.


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Geat_Masta

Geat_Masta



  3/4/2017  1

@pealdragoness good for a first try, but don't use finite state machines, it's the wrong way to go.

Coroutines are equivalent to finite state machines, and jewel supports coroutines, so just write it as a coroutine. You'll find it's easier to make complex behaviors if you write it as a recursive descent parser.

the onHit script isn't valid, it's signature has to be:

method onHit(GameObject hit_me)

also your interpretation of processingTicks is off, when procesingTicks is 0, the object doesn't process time. i.e. no physics, no lighting updates, no animating, no particle emission, no time. To disable the timer script you would set tickDuration to 0.

Finally I assume the gFrames stores the animation of the grow frames, but you can't play an animation with an array like that.

You do that like this, assuming the grow animation is 0, 1, 2, 3, with .2 seconds between each frame:

Sprite spr = Sprite::get("plantkritter_critter";);
spr.addAnimation("grow", {0, 1, 2, 3 }, .2);

then you make it animate by referencing the "grow" thing.

sprite().setAnimation("grow", 2, 5);
sprite().over(onGrew);

Here 2 makes each frame take 2x as long as in the previous defintion (probably I'll change this to the number of seconds the animation should take, so it can be synced with sound effects, -1 to keep it as in the animation definition), so .4 seconds, and the 5 makes it look 5 times.

Finally the over comand will make it call "method onGrew()" when the animation is finished.

It was done this way so you can switch out sprites with different numbers of frames per animation, and the object will still work, because the animation is tied to the sprite, not the object.

Look at the pink lemonade script file as a reference for what I'm talking about with animations.

Currently there isn't any way for the critter to detect it's surroundings, the reason being that the code to detect if an object is visible is very similar to the lighting code, and the lighting code is currently too slow to be used for that.

 
Geat_Masta

Geat_Masta



  3/4/2017  1

Now that I think of it, you probably want to define a plant interface and have it carry any plant that inherits that interface on it's back, and keep the plant in a cabin so it doesn't have to have any PK exclusive code.

I also want you to make the first 3 letters of all classes your initials. I didn't do this because i've just written debug code so far.

 
NornBreeder
Brewer of Tales

NornBreeder



  3/4/2017  1

Took me two days to read this entire thread, but now that I am caught up I have a better understanding of what is going on. I think this is a huge project, but there seems to be great progress.
Would we want to have other races aside from the "main race", sort of like the Grendel and Ettin?
I have a few ideas for a more "primitive" sort of creature that would fill the Grendel role. They would pose a direct threat to the main race by stealing eggs to eat them, thus making them dangerous during feral runs. They aren't "evil" though, the player would eventually come to the conclusion that they are doing it for survival, as they don't attack creatures, just eggs. I could compIle my notes and sketches into a more coherent format if it's something we would like to do.

 
Geat_Masta

Geat_Masta



  3/4/2017

Did the grendels ever actually do anything useful from a game design perspective? I always felt like they never really added anything, they're functionally just scaly norns. I don't see any real advantage to having other species types honestly.
 
NornBreeder
Brewer of Tales

NornBreeder



  3/4/2017

It offers a greater depth of immersion in my opinion. An element of "nature" that cannot be tamed by setting up a shelter. The random interaction between the world the player controls and the world they cannot. An adversary that we fear because we don't yet understand their motivations. I agree, grendels didn't fill that role, at least not until C3 where they were too aggressive to co-exist with the norns, but an element like this could add a dynamic edge that would make the game appeal to those returning for a "creatures" experience.
 
Brynn

Brynn



  3/4/2017

Do we need to create a separate species of Kritter, with its own biology, genetics, and taxation on the system, for the sake of immersion? Don't get me wrong, I love the idea of Grendels and Ettins in the Creatures games, but they usually just got in my way by taking up population slots or slowing down my machine when I didn't want them around, which was most of the time. We could much more easily create "living natural hazards" that are animals, or even make it so that kritter eggs will die if not kept at a certain temperature, if you want to add depth and challenge.

I could definitely see a different species of kritter on a different planet - maybe not one you can access in the same game instance, but one packaged-in game (this would be after we develop the first one.) The one people are currently working on seems to be pretty habitable and lush. But perhaps a different sort of kritter - more reptilian or avian, leaner, maybe even more solitary - lives on a harsher planet with fewer resources. You would be able to import/export different kritter species between planets, but you would have to explore them individually to find them.

What do people think of having one primary "sapient" kritter per planet? You can introduce these species to each other and see how they react to the "aliens", rather than having them all compete for the same resources and have an antagonistic relationship hard-coded into them. This would also encourage fans to create their own worlds and species.

 
Geat_Masta

Geat_Masta



  3/4/2017  1

@Brynn's idea could be extended, instead of the other races attacking the main ones, they could just be competing for the same resources. One could get extremely agressive when starving for example. So nothing would be antagonistic really, it's just desparation, and the quality player wouldn't have any antagonism.
 
NornBreeder
Brewer of Tales

NornBreeder



  3/4/2017

The idea of multiple worlds with multiple species conjures memories of "Spore"
I guess it all comes down to whether this is intended to be released as a complete "game" with the option of additional development, or as a set of "do it yourself" tools to create your own world.
I think this group, a group of developers, looks to it as the latter. Keep in mind that 3rd party development is contingent on a stable fanbase, and as others have posted before, deviation from the "creatures" formula can make it difficult to recruit from the existing creatres community.
(Keep in mind my background in marketing and public relations keeps my mind grounded in the realm of "what sells" and sometimes blinds me to the other aspects of a product)
"Grendels" or not, I am interested to see what becomes of this effort and would like to contribute what I can.

 
Geat_Masta

Geat_Masta



  3/4/2017

idea: set it up so the game is unwinable, when this scenario happens it triggers a tutorial for how to create the agent that fixes the scenario.
 
Bifrost

Bifrost



  3/5/2017

I've been playing around with the idea of having actual predators around whose lives are dependent on killing and eating lagoraptors. Lagoraptors, being more good natured omnivores, eating plants, fish and small bugs etc., will need protection, or other ways to avoid being eaten. Predator prey dynamics is one of the greatest driving force behind evolution.
 
Bifrost

Bifrost



  3/5/2017

I sort of got inspired by this video and some other simulations like it:

https://youtu.be/RjweUYtpNq4

 
Geat_Masta

Geat_Masta



  3/5/2017

@bifrost I think that would be sad and scary and restrict the demographic.
 
Bifrost

Bifrost



  3/5/2017

Perhaps as a darker themed expansion later on, then...
 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/5/2017  2

I'd rather not have my kreatures be eaten either. :P


Anyways... Picture time again!
I made a random sketch for the lay-out of the mushroom cave.


Any ideas? Tear it to pieces, I don't mind ;)


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Bifrost

Bifrost



  3/5/2017

I really like it. I'm curious about how lifts are going to go into these caves. Both practically and visually. What are the wholes in that giant cheese at the bottom?
 
Geat_Masta

Geat_Masta



  3/5/2017

i want the lower right corner to link to the bottom of the ocean in an impossible space. can you map that out? corners (where 3+ metarooms meet) can cause problems for moving the camera around the linking system.
 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/5/2017  1

The giant cheese thing is a bioluminescent mushroom coral. xD

For the lifts it would be nice if you had a... flying mushroom cabin. Or something. The 'mushroom with buttons' on the right is actually an elevator thing.

To reach the island there could be either a bridge, either some kind of swing.

GM: What do you mean? Afaik there's no ocean in the map so I'm a bit confused.


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Geat_Masta

Geat_Masta



  3/5/2017

impossible spaces, like i described to bifrost in my long post on the previous page. You can have it link to the ocean even though the ocean isn't near it.


 
Bifrost

Bifrost



  3/5/2017  2

Progress update:

(Click to enlarge. Warning: It's big.)

Image scaled up to actual size, and the logoraptor is currently running around the city complex, complaining about dysfunctional ceiling heights and other construction flaws.

 
Bifrost

Bifrost



  3/6/2017

New progress update:

(Click to enlarge. Again: It's big.)


Lago decided that the city didn't feel big enough, and had me enlarge the entire place. Now the left and right part of the swamp no longer aligns... I'm considering lowering the ground next to the rightmost tree. The mountain around the city and the geyser is getting a shape, and currently, Lago is inspecting the "home tree", encouraging growth in some parts. And I'm cleaning up lines.

 
Bifrost

Bifrost



  3/6/2017

I suggest the following changes: the roots of the rightmost tree will lead down a steep slope. The swamp and the field will change places, so that the swamp will be next to the forest, though lower down. This will open up for a smaller swampy cavern between the "home tree" roots and the swamp, as per earlier design. To balance the weight of the map, we'll need something tall, really tall, in the field, close to the swamp. But what? A tower? The spacecraft, shaped as a crashed rocket? A space station? A tree? A rock thing? A floating island?

@Merboy: How are things going with your crypt/castle thing? We'll need a sketch or a general outline soon if we're going to fit it in before everything is set.

 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/6/2017  1

We probably just need to provide an elevator shaft in the swamp area, then Merboy's crypt can be linked under there. There could be a small shelter with one or two tombstones and a lift down to his crypt.

There shouldn't be something "really tall", since, as GM explained, the camera can't move outside of the metaroom "boundaries". Each of these rooms - the swamp, the crypt, the mushroom cave, the skeleton pathway area, the mountain city, the geysers, the waterfall cave, the treehouse, the spaceship and the plains - is a metaroom which gets linked to each other. :)

One end of the world can even make an 'imaginary jump' to the other end, without any height difference. That way the heights don't exactly have to line up.

Anyways, I would suggest (if I may? Pwease don't kill me :P) to make the mountain a little bit smaller, the town city takes up more space than what I think will be neccessary, and it might get boring to see 'town' so much on the map, isn't it more interesting to have more variety in the scenery? But that's just my very humble opinion.

I would also suggest having some more space between the 'waterfall cave' and the mountain, that way it's easier to link up the map, in case GM would want to make a link to an ocean in between there later.

Other than that, I'm really looking forward to see how the final map will look like :P


Edit: Tried making a picture. Would this work, GM? Is this what you meant by 'linking up' the ocean?



Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Geat_Masta

Geat_Masta



  3/6/2017  1

@pearldragoness, sort of except I want the ocean to be simultaneously there, and maybe between the spaceship and the plains or something. Basically it just looks like a good spot for a shortcut to me.

I think the mountain should be in the background of the skeleton/geizer area, you would be able to see it with cameras, but it wouldn't be "there", and you would get into it somehow. It just looks really out of place to me.

I also think the treehouse area should be 2x as wide as it is.

I also think it's a problem that the camera will hit the side of a metaroom as a hard edge. Not sure what to do about that yet.

 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/6/2017



Like this?
Kreature- o.o me so confused wuts happening



Also, is this going in the right direction?


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Geat_Masta

Geat_Masta



  3/6/2017  1

Yes, like that.

In fruit() where you're calling sprite over, it doesn't work like that, over doesn't wait until the animation is over then return, (like CAOS does) because the language literally isn't capable of that. (one of the reasons that openc2e failed is that CAOS does things like that, and it's really hard to get that behavior right).

Instead over() schedules a function to run immediately after the animation finishes, and returns immediately.

I think the shake method can't return an int because it doesn't match the signature, which expects no return value but I haven't tested that behavior. Regardless, the scripts run asynchronously with the object that scheduled them, so if it returns something to the engine the engine can't do anything with that information.

 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/6/2017

Do metarooms have to be rectangular? Or would vertical walls with sloped ceilings work for the metaroom boundaries?

Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Geat_Masta

Geat_Masta



  3/6/2017

They have to be rectangular.
 
Pilla
Fuzzy Dragonhat

Pilla


 visit Pilla's website: Pilla's DS Agents
  3/6/2017

What is the problem with the camera hitting a hard edge? You could smooth the edges out a bit with tiny 'atmosphere' metaroom cube things linked to each other.

Also, if you link metarooms to each other, an 'impossible link' like you've said, do those links have to be at the end of the metaroom? Or can you have a partly transparant metaroom that links from inside the metaroom to the boundary of another metaroom which is behind and partly overlaps the first metaroom?


Visit my Creatures blog/website - Pilla's DS Agents
Join us on Discord - Caos Coding Cave
Visit/contribute to the Creatures Wiki

 
Geat_Masta

Geat_Masta



  3/6/2017

I think the camera hitting the hard edge disturbs game feel i guess?

they have to be at the end. If it was in the middle the camera would be fed conflicting information and be unsure what to do. Each metaroom has it's own coordinate system, so they can't be "in front" of each other, they're essentially in different dimensions.

I discovered that spawning 200 objects in the same place causes a crash, when I got that fixed the object searcher is now taking up way too much processor power T_T. The problem is that I don't know if object searching would have always been that slow in a world populated with objects, and it was only fast for me because I didn't have that many.

Anyways! I finally got the lighting to go fast enough that I can use the same ideas to run vision. But I'm not sure what the interface should be. If your plantkritter had a vision component, how would you expect to interface with it?


 
Geat_Masta

Geat_Masta



  3/6/2017  1

I said about interfaces without having tested it, it isn't possible. The same idea can be accomplished with single inheritance and virtual methods. But it isn't possible using interfaces (so no multiple inheritance).
 
 
  replies cannot be added because this thread has been locked.

prev | 1 | 2 | ... | 12 | 13 | 14 | ... | 15 | 16 | next

downloads
cobs
adoptions
creaturelink
metarooms
breeds
 
gallery
art
wallpaper
screenshots
graphics
promos
sprites
dev
hack shack
script reservations
dev resources
active projects
dev forum
 
community
links
advice
chat
polls
resources
creatchi
 
forum
bookmarks
general
news
help
development
strangeo
survivor
mycaves
log in
register
lost pw
1 online
Papriko
creatures caves is your #1 resource for the creatures artificial life game series: creatures, creatures 2, creatures 3, docking station, and the upcoming creatures family.

contact    help    privacy policy    terms & conditions    rules    donate    wiki