World: r3wp
[Games] talk about using REBOL for games
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Maxim 16-Jan-2007 [110x2] | or uknown terrain... as in, if you encounter unknown terrain... stop moving... it might be dangerous... and then if you encounter terrain, report back if you seen someone move through it, so it become registered as known safe terrain, etc. |
since game play is about improving your agents, and their statistics, this is done slowly and true evolution occurs. you are free to create forks at any point too... but having many agents to update will obviously mean you loose time, but have better specialised agents... hehe all part of the strategy. | |
Oldes 17-Jan-2007 [112x3] | I must say, that the original Rebol version of the re-box is from Dockimbel (http://softinnov.org/rebol/rebox.shtml) I just took his level data and made a little bit more complicated graphics. And the avatar and some of the ferniture used is from one of my favorite Amiga games - DreamWeb - http://www.adventureclassicgaming.com/index.php/site/reviews/221/ |
http://en.wikipedia.org/wiki/Dreamweb | |
Anyway, why somoone would like to do remakes of an old games? We have emulators and the old games are available for download without problems now, like from this place: http://eager.back2roots.org/A-Z.HTML If someone want to do a game in Rebol, it should be a new game which will use all the features of the network - it should be multiplayer online game - imagine Altme, but with avatars going around:-) I'm just waiting for R3 where I will be able to use custom fonts, better sound and modules (for example). The problem I see is, that most of us here are coders, not graphic artists:( | |
Volker 17-Jan-2007 [115x2] | altme with walking avatars, did i mentioned my *BONG spamm blocker activated* |
old games because of gameplay, which is hard. With network now of course :) | |
Maxim 17-Jan-2007 [117x5] | a 3d planet defender with multiplayer attackers and defenders would be a total rush! |
imagine having to take care not to crash or hit your allies... which are scrolling madly, just like you around the planet. | |
always looking out.. | |
(obviously) | |
I mean the camera's POV should alway be pointing outward of the planet. | |
Volker 17-Jan-2007 [122x2] | that works in 2d too. although the 3d-engine from the contest may be able to do it. |
that game with statistics, do you have an idea about implementation? something for a small prototype? maybe with 1 or 2 d-physics for a start. | |
Maxim 17-Jan-2007 [124] | I haven't had a lot to time to put on the development side of that concept. so I never really tried to go into such detail. I have to much to do these days, but as part of the time I put on "fun" coding, I eventually will get to it... especially since most of my low-level apis are comming to fruition :-) |
Volker 17-Jan-2007 [125] | each avatar is somehow liquid? ;) |
Maxim 17-Jan-2007 [126x3] | how'd you guess :-D |
;-) | |
imagine that with liquid, you could actually share an in game avatar's data right on your desktop and plug that within a little app so you can let your game play until the avatar has something strange to report... :-) | |
Volker 17-Jan-2007 [129] | Yep. Only problem is, whatcounts as strange in the world you described?^^ |
Maxim 17-Jan-2007 [130x3] | something which is a result of your agent's processing identified as strange... basically, his inputs serve as senses or nerves and their processing create reactions. the term "strange" can be relativised within your agent's logic but is not a term within the application itself. |
it is you the god which defines a meaning to the term "strange" by causing some state or event to occur based on your agent's perception. | |
you could always call it "hocus pocus" if you like that instead ;-) | |
Volker 17-Jan-2007 [133] | But with all that flexible changing rulesthat will be hard ;) |
Maxim 17-Jan-2007 [134x5] | this actually means we can play both sides in our own language and have to learn what the other's mean. |
obviously within each successive game session or "world" there needs to be consistency, so that your agents can aquire a sense of meaning base on how they perceive your agents. | |
yes... this is like programming the matrix. | |
everything is open, and the world is only as real as you make it. | |
but its doable. every game out there is an implementation of this concept... with preset rules, preset AI, and loaded graphics. basically, all that is needed (like in the matrix) is to define the construct (laws of physics and rule set which can be exposed and perceived by the agents). | |
Volker 17-Jan-2007 [139] | When changes have cost, that consistency wouldcome. you take 50 rules from the last game and can only afford 1 a day. |
Maxim 17-Jan-2007 [140] | you can even tailor-in rule bending like magic, miracels or science. |
Volker 17-Jan-2007 [141] | scientific gods? Are you mad? ;) |
Maxim 17-Jan-2007 [142x6] | or each victory allows you a point count (like xp) where you can add it more agent macro code bytes :-) |
I even tought of allowing individual agenst to be editable. and then allowsing classes to be copied... obviously... cloning from a class is less costly when generating a new agent... | |
but since we are purchasing statistics in the end... the game should even out :-) | |
so more tactical people will create highly specialised units. average people will create average all-rounders... and savages will just create hordes of dumb agents which try to overul the terrain, and add in any archetype... | |
even things like morale can be tailored in, so that your agents automatically regroup or fallback. maybe sending runners to fetch another regiment. | |
all part of your tactical might :-) | |
Volker 17-Jan-2007 [148] | How do the statisticswork? deciding how often you stumble? |
Maxim 17-Jan-2007 [149x2] | now that is the concept. implementation is obviously a question of many micro-evolutions of the engine's capabilities... each little step adding a multitude of options. |
for combat this is easy... % of chance to hit... and number of hp damage, with probability of higher damage costing more. so a one in six damage costs less than a 4 in 6 damage. | |
Volker 17-Jan-2007 [151] | and then a map? or something like: your chances to be near a subrabwor are 1:5? |
Maxim 17-Jan-2007 [152x2] | what do you mean by "your chances to be near xxx" |
physical movement? | |
Volker 17-Jan-2007 [154x2] | like electrons. |
you have a chnace to be somewhere, or something. | |
Maxim 17-Jan-2007 [156x3] | hum I think you lost me there... but please explain more, it might expand my conception of my own concept :-) |
the terrain, if that is what you mean, would be randomised in some way. | |
I guess with specific physics... I guess we could even choose things like gravity, light, sound... hey, imagine an rts which can be played by blind people! | |
Volker 17-Jan-2007 [159] | hmm, maybe think links. thereis no real map, only relations. when someone browses, the page is picked by chance too, not only choice. when something good happens and you have high statistics, you may get it. |
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