The People Problem

It's all in your head

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GreenRock
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The People Problem

Postby GreenRock » Wed Feb 24, 2010 3:18 am

IV needs to create models used to represent people in Subversion.
Any other graphic element of Subversion can be discussed here as well >_>
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Postby xyzyxx » Wed Feb 24, 2010 4:32 am

generic polygonal faceless people such as those found in this completely unrelated video would work nicely.
Some people talk because they have something to say. Others talk because they have to say something.
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Postby prophile » Wed Feb 24, 2010 4:54 am

Simple animated models, rendered only as outlines.
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xander
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Postby xander » Wed Feb 24, 2010 5:54 am

Either little green stickmen or red pac-man thingies.

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Postby Feud » Wed Feb 24, 2010 5:56 am

Image

Bam.

I'll await the offers of payment with baited breath. :D
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Postby Radiobuzz » Wed Mar 03, 2010 2:26 pm

Perhaps people shouldn't even be shown in the game. Maybe you can have some sort of heat detector module that shows some sort of outline where people is supposed to be.
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Postby xander » Wed Mar 03, 2010 3:16 pm

Feud wrote:...baited breath. :D

Much as I am sure that you enjoy fishing, I do not understand why are you using your breath to lure the fish to you.

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Feud
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Postby Feud » Wed Mar 03, 2010 5:23 pm

xander wrote:Much as I am sure that you enjoy fishing, I do not understand why are you using your breath to lure the fish to you.


Never underestimate the power of baited breath (in this case in the form of voice):

http://www.youtube.com/watch?v=cUusX1Js6R0
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Postby phANT1m » Wed Mar 03, 2010 7:42 pm

actually the use of models would obviously make devlopment longer but for more interesting game play. But I think I might just agree to use like a beacon or maker for them.
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Postby carnage » Thu Mar 04, 2010 10:39 pm

Thread reminded me of some openGL tests I did way back in the first round of subversion diary development when I had a few ideas about how I might of envision characters in the game

Image

Not exactly developed but was only an early test
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Postby Feud » Fri Mar 05, 2010 12:11 am

Go go Godzilla.
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Postby quickdan » Thu Jul 01, 2010 12:20 am

Something so I can play on a Celeron, lol that would be pretty rad, but sad at the same time
If there were only two games to play in the world, I would choose a text editor and a good C compiler.
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Re: The People Problem

Postby Barbarossa » Sun Jul 25, 2010 6:44 pm

GreenRock wrote:IV needs to create models used to represent people in Subversion.
Any other graphic element of Subversion can be discussed here as well >_>


Also what about convincing AI? Such as the likes of "Façade (interactive story)" ? Having scale invariant procedural cities is great, but the characters have to be "intellectual" enough to be smart AI in terms of handling real conversations as well as other more "bot-like" NPC routines like pathfinding, etc.. As the minimum employ such sort of natural language speech interface and a simple adaptive learning neural net in each NPC.
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Re: The People Problem

Postby xander » Sun Jul 25, 2010 11:40 pm

Barbarossa wrote:As the minimum employ such sort of natural language speech interface and a simple adaptive learning neural net in each NPC.

Just out of curiosity, how much programming have you done in your life? What you suggest is a highly non-trivial task.

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Postby quickdan » Tue Aug 10, 2010 12:23 am

We just need bots, we don't need some crazy higher level of intelligence, look at the AI in video games today. It's really not that bad. A basic neural net would be rarely utilized, and as far a natural language speech interface, sounds unnecessary and over the top. The AI need to be good but they don't have to be human.
If there were only two games to play in the world, I would choose a text editor and a good C compiler.

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