Sky Posted March 9, 2021 Posted March 9, 2021 4 hours ago, Chiyanna said: Interesting! Does anyone know what coding program/platform he used for this? the official unity account replied in the comments 2 1
Philo Posted March 14, 2021 Author Posted March 14, 2021 Finally finished reworking the AI 😂 Now we can spawn wild Nichelings to invite into the tribe. Wild Nichelings, Bearyenas and Rabbils now have a basic artifical intelligence. Also came accross this funny bug: 11
Chiyanna Posted March 14, 2021 Posted March 14, 2021 2 hours ago, Philo said: Finally finished reworking the AI 😂 Now we can spawn wild Nichelings to invite into the tribe. Wild Nichelings, Bearyenas and Rabbils now have a basic artifical intelligence. Also came accross this funny bug: OOF! More complexity more bugs. It is funny! Are those nichelings it spawned the two ones? 1
Philo Posted March 14, 2021 Author Posted March 14, 2021 Nope, that is just the original model from the pack I downloaded (Everything is currently placeholder graphics so sometimes it makes more sense to just buy some assets to play around with) 3
CFG Posted March 18, 2021 Posted March 18, 2021 Checked out this thread on a whim and had a random idea I knew I had to toy with. In my eyes, hunting is where the design of the original, hex-grid-based game really shines. Each creature has a recognizable movement pattern that players have to learn to exploit to survive. Simple mechanics lead to complex dynamics and an unexpected depth of strategy. So the big question that came to mind when checking out this prototype was: how on Earth would this translate to a gridless, real-time environment? The random idea that came to mind was some sort of suspicion/alertness system for prey, akin to Breath of the Wild. As you move or stand in the open, prey will grow increasingly alert until they panic and run. You're left with the option of either sneaking up on them, or tag teaming with multiple predators. Here's a hacky demo I cobbled together to try this idea out. https://cfdemos.itch.io/huntdemo Figured I'd share just for funsies 🙂 Impromptu prototyping is the best 3 2
Philo Posted March 18, 2021 Author Posted March 18, 2021 Very cool, thanks @CFG! I'll definetly refer to this when working the hunting mechanics I will also take a look at how Cattails implemented huntig. It would be fun that if the prey depends on its smelling, you would need to pay attention to the direction of the wind. Or if it depends on hearing, different terrain might cause a varying amount of sound when you step on it. 6
Chiyanna Posted March 18, 2021 Posted March 18, 2021 6 hours ago, CFG said: Checked out this thread on a whim and had a random idea I knew I had to toy with. In my eyes, hunting is where the design of the original, hex-grid-based game really shines. Each creature has a recognizable movement pattern that players have to learn to exploit to survive. Simple mechanics lead to complex dynamics and an unexpected depth of strategy. So the big question that came to mind when checking out this prototype was: how on Earth would this translate to a gridless, real-time environment? The random idea that came to mind was some sort of suspicion/alertness system for prey, akin to Breath of the Wild. As you move or stand in the open, prey will grow increasingly alert until they panic and run. You're left with the option of either sneaking up on them, or tag teaming with multiple predators. Here's a hacky demo I cobbled together to try this idea out. https://cfdemos.itch.io/huntdemo Figured I'd share just for funsies 🙂 Impromptu prototyping is the best That's very cool! I played it and through a combo of sneaking up using grass and using both preds got all the bunnies! 2
BirbMonster Posted April 14, 2021 Posted April 14, 2021 This is really cool, I can't wait to see more. 1
BirbMonster Posted April 15, 2021 Posted April 15, 2021 On 3/18/2021 at 11:17 AM, Philo said: Very cool, thanks @CFG! I'll definetly refer to this when working the hunting mechanics I will also take a look at how Cattails implemented huntig. It would be fun that if the prey depends on its smelling, you would need to pay attention to the direction of the wind. Or if it depends on hearing, different terrain might cause a varying amount of sound when you step on it. Maybe you could have different types if prey for each sense! 2
DefinetlyNotADemon Posted April 30, 2021 Posted April 30, 2021 On 3/18/2021 at 11:08 AM, CFG said: Checked out this thread on a whim and had a random idea I knew I had to toy with. In my eyes, hunting is where the design of the original, hex-grid-based game really shines. Each creature has a recognizable movement pattern that players have to learn to exploit to survive. Simple mechanics lead to complex dynamics and an unexpected depth of strategy. So the big question that came to mind when checking out this prototype was: how on Earth would this translate to a gridless, real-time environment? The random idea that came to mind was some sort of suspicion/alertness system for prey, akin to Breath of the Wild. As you move or stand in the open, prey will grow increasingly alert until they panic and run. You're left with the option of either sneaking up on them, or tag teaming with multiple predators. Here's a hacky demo I cobbled together to try this idea out. https://cfdemos.itch.io/huntdemo Figured I'd share just for funsies 🙂 Impromptu prototyping is the best Maybe you could add rabbit holes, which you can't go into but the rabbits can if you are chasing them. 3
Zixvir Posted April 30, 2021 Posted April 30, 2021 On 3/14/2021 at 4:30 PM, Philo said: Finally finished reworking the AI 😂 Now we can spawn wild Nichelings to invite into the tribe. Wild Nichelings, Bearyenas and Rabbils now have a basic artifical intelligence. Also came accross this funny bug: so could you explain what should happen in that scenario? that way we'll understand what the bug is. it created 2 extra placeholder sprites though
Philo Posted May 1, 2021 Author Posted May 1, 2021 @Zixvir Yeah it somehow spawned 3 babies (2 placeholders) instead of 1 and Eve was catapulted off the screen Didn't have much time to work on the game lately, will let you know when I get around to it again! 1
Zixvir Posted May 1, 2021 Posted May 1, 2021 3 minutes ago, Philo said: @Zixvir Yeah it somehow spawned 3 babies (2 placeholders) instead of 1 and Eve was catapulted off the screen Didn't have much time to work on the game lately, will let you know when I get around to it again! well it seems like it was triggered twice.
Philo Posted May 1, 2021 Author Posted May 1, 2021 I think it was some kind of not assigned variable bug ^^ But I fixed it in the end. 2
Philo Posted August 28, 2021 Author Posted August 28, 2021 Hey folks I just had my first real vacation this year and of course I worked on the prototype a bit - added pause mode - added basic version of day and night cycle - added UI list with all pack members you can click on to jump to their location - added basic random spawning objects on the map 5
Zixvir Posted August 28, 2021 Posted August 28, 2021 1 hour ago, Philo said: Hey folks I just had my first real vacation this year and of course I worked on the prototype a bit - added pause mode - added basic version of day and night cycle - added UI list with all pack members you can click on to jump to their location - added basic random spawning objects on the map wait what if it wasn't nicheling based? maybe a simalar system would work in nyoma.
Chiyanna Posted August 30, 2021 Posted August 30, 2021 On 8/28/2021 at 9:08 AM, Philo said: Hey folks I just had my first real vacation this year and of course I worked on the prototype a bit - added pause mode - added basic version of day and night cycle - added UI list with all pack members you can click on to jump to their location - added basic random spawning objects on the map (Can you give us some screenshots/videos?)
Philo Posted August 31, 2021 Author Posted August 31, 2021 Sure thing! Top left cornor for simple pack list. Objects are now randomly placed. And some afernoon / night pics: 5 5
Philo Posted September 5, 2021 Author Posted September 5, 2021 Had some time during the weekend So I added poison berry bushes and mushrooms. And worked a bit on the map generation aka how objects are placed on the map. 8 1
Chiyanna Posted September 5, 2021 Posted September 5, 2021 8 hours ago, Philo said: Had some time during the weekend So I added poison berry bushes and mushrooms. And worked a bit on the map generation aka how objects are placed on the map. Do poison berries work the same way they do in regular niche i.e. those who collect them get poisoned. Or are they brought back to the food pile?? and then whoever eats them does?
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