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Post by FuriousMoo on Jan 27, 2015 13:27:27 GMT
Well we've got the 'reaction' system right now. Basically we use lua scripts to trigger a 'reaction' at a set of co-ordinates. We can use that to do everything from make followers move in a specific sequence ( a cascading sequence of reactions is how we move the first 2 followers in the game along their route) to the periodic 'town life' stuff like followers gathering to chat, make camp fires etc. The nice thing about the system is that it is all data driven and super flexible so lot's can be done without any coding. It's just going to be a fairly time intensive task to write the scripts to create a persistent sequence that creates the illusion of life and autonomy. It's a polish task basically so not high up on the priority list. I would love understand how you use lua script in godus. Wasn't there discussion of opening that up to the community in Peter Q&As. Practically speaking this isn't really feasible. First you need to know lua and even then what you can do is very limited without intimate knowledge of how all our data is structured and what functions and variables our scripts can call on which are defined by the source code. Basically without a strong programming background you'll just end up breaking your game.
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stuhacking
Master
Posts: 170
Pledge level: Partner
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Post by stuhacking on Jan 27, 2015 14:06:42 GMT
Well we've got the 'reaction' system right now. Basically we use lua scripts to trigger a 'reaction' at a set of co-ordinates. We can use that to do everything from make followers move in a specific sequence ( a cascading sequence of reactions is how we move the first 2 followers in the game along their route) to the periodic 'town life' stuff like followers gathering to chat, make camp fires etc. The nice thing about the system is that it is all data driven and super flexible so lot's can be done without any coding. It's just going to be a fairly time intensive task to write the scripts to create a persistent sequence that creates the illusion of life and autonomy. It's a polish task basically so not high up on the priority list. Sounds like there's potential here for emergent behaviour? Can behaviours trigger other conditions / behaviours; or is it more about creating individual sequence of actions that stand on their own? Seeing some high level design of the Scripting / A.I. / Logic architecture would be super neato! (but I realize that's quite a bold request. )
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Post by FuriousMoo on Jan 27, 2015 15:08:31 GMT
Well we've got the 'reaction' system right now. Basically we use lua scripts to trigger a 'reaction' at a set of co-ordinates. We can use that to do everything from make followers move in a specific sequence ( a cascading sequence of reactions is how we move the first 2 followers in the game along their route) to the periodic 'town life' stuff like followers gathering to chat, make camp fires etc. The nice thing about the system is that it is all data driven and super flexible so lot's can be done without any coding. It's just going to be a fairly time intensive task to write the scripts to create a persistent sequence that creates the illusion of life and autonomy. It's a polish task basically so not high up on the priority list. Sounds like there's potential here for emergent behaviour? Can behaviours trigger other conditions / behaviours; or is it more about creating individual sequence of actions that stand on their own? Seeing some high level design of the Scripting / A.I. / Logic architecture would be super neato! (but I realize that's quite a bold request. ) Reactions can trigger other reactions or even random reactions etc BUT there some major considerations. What a reaction basically does is drop an invisible totem that attracts X amount of followers from a radius of X and causes them to do a 'thing' when they reach the destination for X amount of time. It can then trigger something else at the end of the reaction. It can also be given a priority. How followers behave traveling to and from the reaction cannot be modified by the system (For example I couldn't use a reaction to control Astari raids because I wanted them to be able to attack valid targets along their route to their destination). The tricky part is determining where these reactions occur (it's easy at the start of the game when the player has a very limited space, but after that it get's quite complicated). The other problem is that of lua and scripting in general itself. Scripts are very rigid and really unreliable and prone to failure when they get very complicated (you'd have to get a coder to explain it to you why this is), so we avoid doing anything really complex with them. The most complicated script you'll see in the game is the leashing tutorial which is a sequence of single reactions.
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Post by Spiderweb on Jan 27, 2015 15:18:21 GMT
I would love understand how you use lua script in godus. Wasn't there discussion of opening that up to the community in Peter Q&As. Practically speaking this isn't really feasible. First you need to know lua and even then what you can do is very limited without intimate knowledge of how all our data is structured and what functions and variables our scripts can call on which are defined by the source code. Basically without a strong programming background you'll just end up breaking your game. Oh good, I'm a software developer with 15 years experience in c# and .net, do I get lua now
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