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Messages - Nikita_Sadkov

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106
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 25, 2019, 09:16:40 pm »
I've already mentioned, that this game project is largely a glorified unit test for my programming language, Symta, so in design I try to pick hard-to-implement and diverse subsystems to see how they will work together, so I could then use the gained knowledge to update the language design. The idea was already a huge success, since it uncovered numerous flaws with my language and potential solutions to them. Still the game code currently has no networking or a site, which I too plan to implement using my language, together with a webserver, since any language should be capable to create webserver and and a site on top of it. Instead of HTML I would also use my language on the back end, since HTML/XML is really nasty way to express SEXPs. Dunno about the database though, since proper relational database needs really mature language to implement. I already have the wish to have database, since ingame entity lists could be better implemented with a rational database, but external SQL would be an overkill.

107
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 23, 2019, 03:27:41 am »
Returning to The Spell of Mastery. While the game has city view and borrows some mechanics from Hammer of the Gods/HoMM, the city has limited visitor pool size, controlled by buildings (i.e. building inn would increase it). On the other hand there is also fame parameter, controlling how fast the pool is being filled (i.e. building say a temple would increase city fame). Unhired creatures spill over and go wandering around the map, potentially attacking other players or occupying some dungeon. The price of unemployment. The pool itself increases on daily basis. I believe that HoMM3's weekly basis is a huge design flaw and was fixed by Jon van Caneghem himself in HoMM4, which was completely ignored by later games in the series. Anyway, the metaphor is that city building themselves don't produce creatures, but attract them.

Of all these Civilization clones, Hammer of the Gods had funny recruiting system: instead of building the city player completed the quests from the gods, which rewarded with various fantastic creatures, while non-fantastic creatures were gained by plundering cities (i.e. gaining fame as warlord). That is as far as you can get away from Civilization rules, because say HoMM games are just Civilization clones where multiple productions are allowed at the same time and word map objects large more importance.

Unfortunately all the HotG recruiting was done in capital, which allowed recruiting only a single stack of 8 units per turn. So if player amassed large number of units, would be impossible to ever recruit them. Early strategy games had numerous such blatant mistakes.

Another game, RTS Blood & Magic, had unusual (for Dune 2 clone) resource gathering and unit production mechanics. Basically player has basic unit, golem (produced at player's start location - a portal into pocked dimension), which them could be turned into different units at special training buildings, which can't be build only at very specific foundation sites (similar to potential city places in Hammer of the Gods). If left alone, these golems accumulated mana - the game's only resource. Which then had to be collected by player, manually, by clicking each golem and then additionally clicking "Transfer button" (similar to plants vs zombies). If left uncollected the mana was lost. That would have produced exponential economic growth, if not for player's limited clicking ability. Additional quirky feature of the game was its overhelmingly discrete nature. The first unit to score a hit would be the winner. Given that units have only a few hitpoints, it is very easy to predict the outcome of any fight. Given the advertised AD&D nature, new buildings were unlocked through amassing experience given for killing enemies, in particular, neutral mobs. Yeah, B&M invented DoTA long before Warcraft 3. Also, compared to a bit copypaste looking early Blizzard games, the game had really complicated non-uniform tilesets.




108
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 22, 2019, 01:22:01 pm »
Well, idk. If you for example look at Baen Books covers, they are all utterly atrocious. They require a conscious effort to ignore them lest they spoil the pleasure of reading the text. If that's what they call 'selling', then I'm at a loss for words. Unselling imo.


best one I've seen was черная книга арды 1995 edition, which was very worn and lacked the front cover entirely - only had plain black back one - since it was so widely shared it somehow lost it (and half a dozen pages too). But at least you could see at once that there was demand.

You haven't seen bad book covers.




109
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 21, 2019, 11:57:05 pm »
Which is sad. He won a Hugo in 1983 for cheesy book covers and while he surely was better than anyone else, book covers, illustrations and everything were and are still crap. Sad, useless crap. You literally can't even wipe your ass with them.

Even this is better.


Book covers and covers in general sell products. Unless they catch your eye, you won't be reading the book.

But yeah, everyone's favorite illustrator is Boris Vallejo, because of naked girls on the covers. In fact Vallejo's cover art is so stereotypical, it is exploitable. Other famous cover artist is Larry Elmore: instead of girls, he draws dragons. In particular Elmore done art for Dragonlance and Might & Magic games. Unfortunately Elmore doesn't draw anything but dragons (have to keep the reputation I guess). Ultima Online cover art was done by Hildebrandt, also known for Star Wars poster. I like their Saruman, although it is not suitable for motion picture, compared to Sweet's art.


110
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 20, 2019, 12:46:19 am »
Something which gets largely unnoticed: modern video game and movie fantasy art is greatly inspired by American illustrator Darrell K. Sweet. In particular Legend of Kyrandia games are completely in his art style. Lord of the Rings movies took Darrell's character design (i.e. Saruman is definitely Sweet's Saruman). And Heroes of Might & Magic too. That mantricore in HoMM3 is Sweet's invention. Original manticore wasn't that cool looking (woodcut author obviously drawn it from his home dog, due to a lack of reference photos). HoMM6 has a non-Sweet manticore, and it looks messy (although still better than the broken wing Russian shitfest in HoMM5). Kyrandia games even have main character, Zanthia, named after the book series Sweet illustrated.


111
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 18, 2019, 04:14:48 am »
Almost done with city view, including random city name generator (inspired by German language). Borrowed some ideas from Heroes of Might & Magic 4, where player had to choice between several build path. I.e. if you build crypt, then you will get undead units, but if you build stonehenge you will get fairytale ones. Although some units can come from different buildings. I.e. player can hire ratmen from both port and sewer. The city has unit pool similar to HoMM, but it is different. First, units have upkeep. Then the pool gets reset and refilled with new units each week. Unhired pool units participate in city defense, if leader units decide to ignore attackers and hide in the castle. Also, city wall prevents plundering the city, forcing enemy to attack the castled player, and leaders in castle gains numerous bonuses, like ballista, plus militia, in additional to their normal mercenary units.

Another feature borrowed from Lords of Magic: player can visit neutral cities and can even buy buildings and hire mercenaries there, but doesn't gain any income from them.

112
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 17, 2019, 03:31:33 am »
Actually, there exists a simple game about theorem proving in less than uniform space:
https://en.wikipedia.org/wiki/Baba_Is_You

Basically the game is an extension of Sokoban, so pathfinding could be a bit hard. Still the game has no AI opponent, so it doesn't make much sense to pathfind it :D  But I would love to see some multiplayer Sokoban game, where players compete in such space. In fact I had some of the Sokoban mechanics in the early version my game, but found it hard for AI to solve or for map generator to generate nice Sokoban puzzles, so I left it out for later enhancements to the game (it is really far on my TODO list.).

113
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 16, 2019, 05:16:01 pm »
Pathfinding is at its core  a problem of minimizing an path integral over 2 or 3d space. Things that define a landscape (elevation map, more likely) - erosion and its cause - water and its effects on rock - are the same thing. And the results of this erosion is what we perceive as a 'natural' landscape.

So it's no coincidence that the solutions to the same problem produce essentially same results.

You might find useful to read some papers on pathfinding from 1998-2005 period. The theory is all there, including minimizing stored information about the environment. Seriously, there are tons of insight there.
Generally speaking, pathfinding is the main problem of math. Theorem proof can be thought of as of a path in some space towards the statement. So yeah, you can take any math paper, and it will be about pathfinding :D but, yeah, in practice we usually have simple cases of 2d and 3d spaces, while math problems have large number of huge non-unform and uniform spaces. Still would be interesting to create video game world as complex as some math problems. But I guess such game world would be hard to draw on screen and definitely not accessible for casual gamers :D

114
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 14, 2019, 08:09:59 pm »
So one may be curious how random pathfinding could ever work? After all, it is random. As all random generation algorithms, it has constraints. In my case it uses the same fractal algorithm I used to generate the island on the screenshot, or the usual "battlescape" maps. First you generate several rough paths, made only of a few line segments, select the best one of them, and then refine each of its segment by applying the algorithm recursively, so the final path will closely match roads or other unit movement abilities. In fact, such space subdivision is the base for AI algorithms, including ANNs and Markov Chains related algorithms, and it has a name - interpolation. In basic case interpolation can create smooth shapes (by displacing uniformly along the normal), and, under constraints, shapes that match some other shapes - real or imaginary. When the subdivision is applied in geometric context, potentially infinite number of times, it is called "fractal", from the word "fraction", because the process is the same as how you obtain fractional parts of Pi or other irrational numbers, just applied to shapes.

But, yes, it is impossible to use the algorithm my current from for navigating mazes. Although one can modify the algorithm to make it work with mazes. In fact, maze navigation doesn't require diffusion based algorithms at all. There is a very simple algorithm employed by robots to get out of mazes, which doesn't even have a state, while diffusion requires memory size equivalent to the search space. Other way is precalculating a navigation table which for some rough samples for two world cells would give movement direction. In fact such navigation table can be calculated iteratively, while game is running, since the diffusion algorithm us iterative. Table based navigation is every fast even for millions of agents. It can also include anti-table for say escaping entities, which would help them getting the best escape routes, say avoiding spreading flame.

Still I find it funny how one can take the algorithm for generating Pi, and, replacing a few parts, get the algorithm to generate a video game world, or to generate a path in that world. Or how random numbers guiding the algorithm could be coming from any chaotic process, including the decisions player makes in the game (i.e. what buildings he/she builds and what sites visits).

115
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 14, 2019, 12:39:48 am »
Finally implemented some world map pathfinding AI, instead of units going straight in line. Due to continuous space I can't use the usual diffuse approach (i.e. the Dijkstra's Algorithm), but since the number of obstacles is usually limited, and the world map is no a maze, I don't really need the diffuse approach, and can just try random paths while on of them works, which happens in most cases. Random paths are also nice since they make AI totally unpredictable. But yeah, random is still very resource consuming, so for an RTS game one would still use Dijkstra on top of some space partitioning structure, like quadtree, but space partitioning is tricky. Although one can also try further optimize random paths, by using something like neural nets, but then again, neural nets are structurally equivalent to space partitioning trees, so one will get the same result, just looking a bit different.

Anyway, now I have an easy way to control AI difficulty - just reduce the number of paths, and the AI will become even more dumber.


116
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 12, 2019, 02:56:29 pm »
While the site exploration itself uses discrete square lattice for movement, the world map movement is continuous due to several reasons:
1. Homage to the original XCOM. Although I've dropped the realtime component.
2. To emphasize scale, which player can't micromanage by steps, and have to think strategically (i.e. should I send these units over mountain?).
3. To give player a break from the grid world.
4. Continuous maps look a bit better, than tile based (i.e. square shaped shore is always annoying).
5. To allow myself testing different algorithms, so I can asses better what needs to be change in my programming language.

Anyway, there is a bit similar to XCOM fantasy game, called Ogre Battle, which also had continuous realtime world map movement. It had no aliens, but a revolution, so cities were liberated, instead of being defended. Surprisingly it was released a year prior to XCOM, but still not enough prior time for accusing XCOM of borrowing game design decisions. Although the following game of that designer Japanese (Yasumi Matsuno, who is like Japanese Julian Gollop), Tactics Ogre (the precursor to Final Fantasy Tactics), probably had some inspirations from XCOM, although its world map was far more limited and discrete.

Anyway, Ogre Battle squads moved over continuous 2d space, accounting for terrain features (compared to XCOM, which had just aircrafts completely ignoring terrain), so movement over mountains took really long amount of time - you could made a coffee and then return back just in time. Other than that, the game had unusual approach to recruiting new units. Beside humans, recruited by liberating cities, monsters like wolves and griffins were recruited by traveling over their specific habitat locations. Anyway, the squads had leaders, and killed leader meant that squad had to retreat for regrouping. World map also had time of day, and specific units, like vampires and werewolves were vulnerable during daytime. Ogre Battle also had "reputation" resource, which controlled what units player can recruit, how much income player gets, how efficient are different spells and what quests will be available.

So how it all comes to my game? Well, my world map is continuous, yet turn based, so I can't use Ogre Battle's approach of wasting player's time, annoying him/her in process. I can't also count pixels or some other infinitesimals, because that would be too hard for player to grasp and too tricky to compute, wasting a lot of AI cycles. So I decided to implement simpler method: just entering mountains will take 3/4 of the movement. Now party is marked as mountain-ready for the remaining of current turn and can move spend the remaining 1/4 of its movement for moving over the mountains. Same with river, which cost 1/2 movement to cross. It also makes programming enemy AI easier, since it can now cross any terrain, without being blocked.

Same with water, with the exception that only small parties can enter water, and player must have free ships for them to use. Obviously naval fleet costs money to upkeep. I've simplified it to that table-top level, knowing how hard it is to program ship interaction even on lattice-based maps, especially for AI (before that I made fully functioning Warcraft 2 clone with AI: https://www.youtube.com/watch?v=-k8jkeFfnl0 ). Games like Civilization, Heroes of Might & Magic and Warcraft 2 had non-working ship AI, where AI had really hard time crossing the water. And when I fixed the AI in my Warcraft 2 clone, I found that usual campaign maps became unplayable, because designers relied on the AI being broken, in fact the game had special handcrafted AI for each campaign map, and all these AIs was non-functioning in a special way.

Now for that to look non-ridiculous, I need a single border of water with all the ship and somewhat abstract looking world map. Anyway, aforementioned Hammer of the Gods, had similar solution, although ships were carried by squads!!! That was the most laughable thing about it: carrying a viking drakkar boat over long distances.

In addition there are roads. These are just a few pixels in thin, so tracking them properly for player and AI will be very hard. Yet all parties have guard range, which specifies nearby locations such party has access to. If say a city is in guard range, then party can enter. Same with roads: if a road is in guard range, unit takes less time to move there. Yeah, continuous space is measured with ranges, so even infinitesimally small items can be isolated.


117
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 11, 2019, 08:05:33 pm »
Been working on a city view prototype. Since the game is inspired by Master of Magic, it should have similar city view, where player can quickly asses what buildings are completed. Maybe even drawing available for recruiting units near inn. Since compared to heroes of might and magic, the pool is limited, there should not be a problem displaying all recruitable units. As a side note, I'm considering to introduce that reputation/fame system, similar to Lord of Magic. Lords of Magic was another of these turn-based strategies with "pause", while that game was unfinished and had very messy design, it was very innovative. I've already borrowed several features from it. Guess game design is an evolutionary process, some early games must fail, until people find how to properly implement their features.

In particular, I've mixed Lords of Magic with Hammer of the Gods, hoping to ameliorate shortcomings of both games. But the quest system is now bound to the buildings the city has. I.e. the more higher tier the building combination, the harder the quest it gives and the better is reward. For example, if dwarven stronghold is present, dwarves could give the quest to kill the dragon, raiding their gold mines. Magic guild could also require some unlocking spells.

Anyway, there are a lot of buildings already and they all got assigned a role, with some buildings excluding each other (i.e. there could be either dwarven stronghold or orc fortress, because both settle in the mountains). For now I'm considering also implementing terrain dependencies for specific buildings. I.e. hydra and snakemen would require swamp. Such decisions are nice, due to how chaos theory works - they create natural chaos on a static map, without using random number generator. But Sid Meyer has already noticed that, even if he is no mathematician.

118
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 07, 2019, 11:45:49 pm »
Another way to implement time comes from roguelikes, where monsters move after player moves. It is nice, because player doesn't have to press end-turn button, but unfortunately a bit limited. Although there are a few rather complex games using such scheme. One of them is Valkyrie Profile 2 (not to be confused with Valkyrie Chronicles). While the first VP game had the usual turn scheme, the second one even allows creating several squads, which move rogue-like style. The scheme can be adapted for multiplayer, if say the more one player moves, the more other player can move. If one player moves too far, he/she gets some handicap, and or opposing player gains bonus.


119
Open Feedback / Re: Forum is Under Attack by Russian Dating Scam Bots
« on: December 07, 2019, 04:30:51 pm »
Please... any proofs that this spam is of "Russian" origin?
The fake dating site had Russian girls. It could have been created by anyone, but I personally knew people in Russia who created such sites to defraud foreigners. Nigerians also do that, but they usually identities of western girls and guys (stealing idenity is easy, since people tell everything about themselves on social networks). That and carding are some of the reasons PayPal doesn't work in Nigeria and had been unavailable in Russia for a long time. I've lived in a hostel for some time with a fugitive from Nigeria, hiding in Eastern Europe. He did carding stealing US citizens identities, cashing out money in Ukraine. Reported him to local Interpol - they don't care.

So yeah, be careful - avoid suspicious sites, because browsers have 0day vulnerabilities, which allow stealing your passwords and card numbers.

120
Offtopic / Re: XCOM Inspired Fantasy Game
« on: December 06, 2019, 09:27:34 pm »
I remember back during the reign of DOS there were several exploration games, among them is Merchant Prince and Hammer of the Gods. These games had very unique fog of war implementation. Usually in games like Civilization or Dune 2 the undiscovered territory is just covered in black, but in Merchant prince it still had some vague form, which got more incorrect the further player moved from the start location.

These games were actually based on a 1991 Japanese game, called Atlas, which was about exploring the world and making trade routes. Same way, Tycoon series also appears to be based on Japanese game from the same company Artdink, which is like Japanese Microprose, but still alive today. In particular they recently remastered their Atlas game, although making it a bit more casual. Still love the flat world resting on a turtle idea :D Other curious Artdink's  game is Lunatic Dawn, which deviates greatly from your typical linear story driven JRPGs and has more freedom than most western RPGs. Hope it will get a proper translation one day, because I'm a bit too old to start learning Japanese :D

For now I think about implementing that Merchant Prince fog of war system for world map, because just black area is a bit uninspiring. Unfortunately I use purely software rendering so doing properly such effects can be a bit tricky.


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