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The People Problem

Posted: Wed Feb 24, 2010 3:18 am
by GreenRock
IV needs to create models used to represent people in Subversion.
Any other graphic element of Subversion can be discussed here as well >_>

Posted: Wed Feb 24, 2010 4:32 am
by xyzyxx
generic polygonal faceless people such as those found in this completely unrelated video would work nicely.

Posted: Wed Feb 24, 2010 4:54 am
by prophile
Simple animated models, rendered only as outlines.

Posted: Wed Feb 24, 2010 5:54 am
by xander
Either little green stickmen or red pac-man thingies.

xander

Posted: Wed Feb 24, 2010 5:56 am
by Feud
Image

Bam.

I'll await the offers of payment with baited breath. :D

Posted: Wed Mar 03, 2010 2:26 pm
by Radiobuzz
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.

Posted: Wed Mar 03, 2010 3:16 pm
by xander
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.

xander

Posted: Wed Mar 03, 2010 5:23 pm
by Feud
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

Posted: Wed Mar 03, 2010 7:42 pm
by phANT1m
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.

Posted: Thu Mar 04, 2010 10:39 pm
by carnage
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

Posted: Fri Mar 05, 2010 12:11 am
by Feud
Go go Godzilla.

Posted: Thu Jul 01, 2010 12:20 am
by quickdan
Something so I can play on a Celeron, lol that would be pretty rad, but sad at the same time

Re: The People Problem

Posted: Sun Jul 25, 2010 6:44 pm
by Barbarossa
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 "Fa├žade (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.

Re: The People Problem

Posted: Sun Jul 25, 2010 11:40 pm
by xander
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.

xander

Posted: Tue Aug 10, 2010 12:23 am
by quickdan
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.