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  • SlavaTheEngineer
    Public • January 6, 2025, 11:14 am
    AIs now have the ability to form memories and track the player within their visual range and line of sight. Ill be allowing AI to pursue the player to make sure that works, then I will begin coding in obstacle avoidance. That should complete the basic AI.
  • SlavaTheEngineer
    Public • January 3, 2025, 11:39 pm
    Plants now have varying growing times; and I am also prototyping some RNG world generation to allow plants to sprout at random in locations which would allow it, such as grass..
  • SlavaTheEngineer
    Public • January 3, 2025, 11:35 pm
    I've implemented the visual cortex into the enemy AI which will provide vision of its surrounding based on line-of-sight; allowing the AIs to make informed navigation decisions.

    The AI has a line-of-sight which I believe should be quite intuitive to the player. Walls and other non traversable obstacles will block the line-of-sight.

    Concerning AI pathfinding around structures and towards desired locations outside of its field of view.. I have yet to implement or prototype the AI pathfinding. Also to be added: player range tracking which will allow the AIs to engage the player as well as AI memory which should allow the AI to pursue the player after breaking line of sight in the direction the player was last seen for a short time.
  • SlavaTheEngineer
    Public • January 1, 2025, 10:16 am
    I swear this isn't chaos propaganda.

    This is the 5x5 AI navigation logic tree map. Please refrain to send the inquisition.


  • SlavaTheEngineer
    Public • December 31, 2024, 1:36 pm
    Bugfix: Nymphs no longer undergo cellular division between sessions.
  • SlavaTheEngineer
    Public • December 31, 2024, 1:33 pm
    The base module for plant growth mechanics is completed. Plant tiles are now updated according to stage of growth and time passed.

    The AI pathfinding algorithm is about half way done; I will be expanding upon basic navigation to include intelligent decision making. Such as tracking the player and determining line of sight to the player.
  • SlavaTheEngineer
    Public • December 25, 2024, 9:57 am
    I grow weary of cryptic abstractions of environmental description, and menu based world navigation. I am converting my MUD to a top-down ascci map. Much more like early dwaft fortress for context. I think not knowing how to do this was the obstacle preventing more streamlined development. Hopefully good things to come!

    No game versions are currently available for Demo play. Much of the Core Functions, features and content mechanics are in various stages of dev/completion.

    I'm am doing yet another build version in order to clean up the codebase, implement the new 400Tile ascci map sets and prioritize function/mechanic implementations based on necessity.
  • SlavaTheEngineer
    Public • March 15, 2024, 4:25 pm
    Item stacking and inventory handling systems need to be readjusted as I overlooked the mechanics which allow the player to place an item inside an object within a location in addition to placing the item just into the location.

    I'm refactoring the stacking functions and redesigning the use cases of item unstacking and stacking.
  • SlavaTheEngineer
    Public • March 3, 2024, 7:36 pm
    I managed to work out some issues with item stacks: Weapon Mags, Consumables and Standard items can now be stacked.

    Currently up to 10 of an item may be stacked and 1 may be held by the player at any time; totaling 11 of any item. Within weight threshold.

    A command was added to drop items from the inventory to the players surroundings.

    I will write up the code that spawns multiple of an item or object into rooms, next; so that the above is fully functional.
  • SlavaTheEngineer
    Public • February 24, 2024, 7:33 pm
    So I wrote the functions to stack and unstack items in inventory to allow the player to hold more than one of a standard or consumable item.

    I need to implement some code that allows multiple objects of the same name to spawn in the same room in the format: object1, object2.

    I still need to add in the clothes/armour and weapon items but the code allowing equip, unequip and swap of the weapons and clothing should be functional.

    It coming along quite well.
  • SlavaTheEngineer
    Public • February 21, 2024, 7:19 pm
    I'm coding more of the battle sub-functions. I've applied damage formulas relating to the damage a players weapon does to an enemy based on skill; as well as a formula for defences with clothing/armour item durability into account.

    A loop was added where a player inspects an item from their current location. From here the player can see the details of the item and choose an array or interactions.

    Some rooms realistically can not be represented by a single tile space. Therefore those locations will be represented in whole by a conglomerate of tiles; each presenting their own properties to the player as the player navigates. Some attributes were added to the player data in order to allow this.
  • SlavaTheEngineer
    Public • February 19, 2024, 9:35 pm
    I should mention I'm also working on the Battle function and sub-functions.There were some things I needed to add to get that moving; those were added, more progress is being made.
  • SlavaTheEngineer
    Public • February 19, 2024, 7:15 pm
    I'm making inventory items stackable in my game; in order to balance this, I'm also adding a weight attribute to all items and a max capacity to the inventory.

    Inventory capacity is roughly 33lbs or 15kg by default.
  • SlavaTheEngineer
    Public • February 18, 2024, 7:01 pm
    I've been working on polishing the current base game mechanics and its coming along great. some things were also added, there is a realistic campfire mechanic, involving open area and also trashcans.

    Want to light a trashcan on fire? You can.
    After some time the fire will burn out.

    Lots more stuff has been done too.

    All work being done right now surrounds the core game loop.
  • SlavaTheEngineer
    Public • February 10, 2024, 10:21 am
    The original build was also leaning towards a choice based system.. The new build is specifically leaning towards being a Text-Parser which is considerably enjoyable to code.
  • SlavaTheEngineer
    Public • February 10, 2024, 10:16 am
    I got way ahead of myself during my earlier game dev, resulting in a lot of ideas beings hatched out into the game, where this allowed a range of mechanics to be developed, it also prevented me from focusing on coding a polished Minimal Viable Product.



    Now I am trying to keep this new build as close to its MVP as possible. All the neat things I developed early on will slowly be refactored, polished, and then integrated into the new build.
  • SlavaTheEngineer
    Public • February 9, 2024, 8:07 am
    Dev Update: I am completely reworking every detail of my game starting with a fresh build consisting of fine tuned core game mechanics; in a singleplayer format.

    Rebuilding into a singleplayer format has allowed me to write more effective code. Which may then be more effectively migrated into multiplayer.

    Nearly every snippet of the codebase is being scrutinized and refactored.

    Numerous game paths have been reorganized and lots of game file system data has been consolidated.

    Many core game play mechanics are also being reworked.
  • SlavaTheEngineer
    Public • November 25, 2023, 6:22 pm
    Game dev update: small setback of my rig crashing.
    All the locally stored game development work was lost minus the live cloud copy used for the games live updates. Good thing I implemented that feature early on.

    I will be able to continue developing the game using the base game client and server files that were protected in the cloud.

    A lot of the newest dev features were lost so I'll need to rewrite a lot of things from scratch but there was room for improvement so this is okay.

    I skimmed through the files and it seems that everything I had mentioned in previous development posts had been implemented at least in part if not wholely. The files which I have available to me are version 3.6.0.

    It will take me some time to catch up on where I left off and reproduce what was lost. Additionally I need to repair my dev rig but I may set up a backup in the meantime. I will also be balancing that with work but I loved working on this game so stay tuned.
  • SlavaTheEngineer
    Public • July 19, 2023, 6:18 am
    I started prototyping some game components to act out a scheme of cyberpunk netrunning. I think theres a lot I can do with the design but I have a lot of R&D to do there.

    - Some game breaking bugs encountered during testing of the open-world non-turn-based combat command:
    /shoot <subject>
    A bug occurred multiple times where only one combat action was logged to the target until the targets I/O was updated; and even if a combat action was rendered some combat actions would not render at all to either the target or the user.
    This is being resolved starting with attempts to keep the non-turn-based system but if this fails then in-game combat will be refitted into a turn-based instance and this may be better for the overall game.
  • SlavaTheEngineer
    Public • July 17, 2023, 12:41 pm
    I've debugged the following combat commands and they are now fully functional:

    - /unload : used to unload ammo from a weapon.

    - /reload <ammo name> : reloads a weapons with a selected ammo.

    I'm currently finishing up with:
    - /shoot <subject> : used to fire a weapon at a Player/NPC.

    I'm working out some logic issues concerning weaponfire timestamps; after that, /shoot should be functional as well.
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