Cities, NPCs, and vehicles.

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Post Sun Feb 02, 2014 4:31 pm

Re: Cities, NPCs, and vehicles.

Not at all, it only means which subtext to use, believe me it is much harder to make the mandatory 70% of the AI that handles stuff like combat, adding a bunch of text bubbles from a preset database is easy, in that part most of the job is done by whoever writes the texts.
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Post Sun Feb 02, 2014 8:33 pm

Re: Cities, NPCs, and vehicles.

Iv, you keep saying these things would be easy, yet you don't provide proof. If it's so easy, do it and then we'll talk.
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Post Mon Feb 03, 2014 5:02 am

Re: Cities, NPCs, and vehicles.

Im not going to do it on demand you know. I say it is easy because I already have an image of how to make it in my mind, the problem is that every single one of those things is always based on things that have to be done prior to that, without anything to build from I cannot immediately jump to the good stuff you know. It is just a matter of how much experience you got with programming, my experience is not that high but it is enough to let me see how to handle at least the personalities and grouping, less the AI because again it is the hardest part and it is required to be made no matter how you plan to add NPCs and even if you won't add any.

Now Keon , may I ask - Do you have at least a slight idea of how to make it ? Then do you really plan to argue with me about things like that ? It would be like the Oxygen thread all over, you sure had no idea why going out from each side of a block to set it air was inefficient, though it is true it is at first glance the shortest and the most "efficient" solution that turned out to have the almost worst runtime function of them all :tongue: , I would have done the same two years ago ...

You want proof ? I can't give you proof, I wont write all code from scratch up to this point, I can't explain to you why it works either , I can try but you won't believe me. As I told once to error "Logic" or "Common Sense" you build the longer you practice something, you can only trust my "common sense" or wait until frost tells you the same or something, again my greatest concern right now is more the pure AI itself and after that the grouping mechanics, the handling of NPC talk which you sooooooo hate is really the smallest concern of mine and if we are already going to make that AI it will be trivial to add it once we actually got some text, which is again the heaviest point in that plan.

I just see no point of you arguing with me on the matter any further, instead of doing this practice your Java ppl or think about the AI itself .
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Post Mon Feb 03, 2014 5:17 am

Re: Cities, NPCs, and vehicles.

I do agree with Iv: Making an AI will be the most difficult part from what I can tell, simply because it involves the most variables (if you want an AI that's better than that of your average koopa, that is)
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Post Thu Feb 06, 2014 11:09 am

Re: Cities, NPCs, and vehicles.

Okay.

While having an AI crew that can do something other than derp would be a very neat feature to have, and might even provide extra gameplay, it is a goal that will only happen after we've hit all our current "Get the basic game working" goals.

TL;DR- AI crew might happen after the base game is done.

Iv, drop the discussion for now. This feature will not be implemented with the absolute basic game.

Moving on.
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Post Thu Feb 06, 2014 1:15 pm

Re: Cities, NPCs, and vehicles.

So you didn’t even bother to read it yet again, the answer why you didn’t read it again lies at the beginning of this page, this comment you posted there is simply irrelevant to the topic I was actually discussing - the method of grouping AI. At this point I wasn't talking about implementing text for NPC at all. Pls don't revive topics for such things -.- .
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Post Thu Feb 06, 2014 1:37 pm

Re: Cities, NPCs, and vehicles.

>>Implying that saying something is no longer a point of discussion actually makes it so.
After three days of inactivity.

Discussion of the idea is still happening was happening three days ago, and we can still use the members to make it. Cordoning the development of NPCs anything until the *basic mod is finished* is pointless.
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