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Quite Unusual
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Quite Unusual
Welcome to Quite Unusual, where we hope to create exceptional games, wondrous stories, and, of course, enjoyable characters! Our current project will be an Adventure/Dating Game, so stick around to see more!
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Displaying posts with tag TeaserTuesdays.Reset Filter
Quite Unusual
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Quite Unusual Newsletter #57

Starting to put the pieces back together after.... people chose to retry Totalitarianism because it work so well in the 30s.

Alta's Development achievements were:

*added instruction needed by the hermiAI to the VM * finished coding the hermitAI * started commenting the hermitAI after added ability to place comments in the code * finished debugging the hermitAI * changed CPU struct so it can be put in a Bevy component * made Goto system * made UseOn system

  • worked out the utility for the AI and units for specifying them
  • had an idea for the cutoff on utility for 'good' options
  • stumbled upon Abhikalp Unakal's Katana football AI

  • developed the idea for a fantastic beast animal control/rescue game inspired my Containment Corps and Rimworld anomaly

  • worked out the moral choice between torturous experimentation or beneficial enrichment

  • worked out a Diagnosis system

  • worked out a Treatment system

  • worked out some possibilities for displaying characters for Habarium, either as 2D tokens like VTT or a kinda of mini figure

  • outlined the design of a cooking system

TeaserTuesdays

That's not Spidey senses that are tingling.

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Quite Unusual
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Quite Unusual Newsletter #56

Not much to report this month of the art front, just finishing up the transfer of files.

The relentless March forward

  • Prologue Scenes PackagedπŸ–₯️
  • Prologue Scenes Uploaded⬆️
  • Character Bedroom Early Concept DevelopmentπŸ–ΌοΈ

Teaser Tuesday

Seductive Waxworth

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Quite Unusual
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Quite Unusual Newsletter #55

Like usual If you want more detail about what We've done check the long form post we put up on every Sunday https://substack.com/@quiteunusual

Here what we did on the non art side

  • ported table from aifas's forth to the AI sandbox's VM
  • migrated everything to use the new StackItem::Table instead of bespoken types
  • change StackItem::Option to store a RefCell instead of an Option<>

  • fix a bug in the parser by making it match full idents

  • reorganized the source file to make it easer to find stuff

  • change autogenerated tasks to use '@' so it's obvious they are autogenerated

  • implemented more tasks for the HermitAI

  • added more instruction needed my the HermitAI

  • impled hovering over pawn with Bevy picking

  • made selecting pawns by clicking on them

  • show available actions when hovering over a pawn and a unit is selected

  • developed a approximate distance function

  • made a system for tracking the envelop of a signal for my take on the Hedonic treadmill

  • made a variant of Scoundrel that uses the red face cards

  • designed an interface to connect various systems to program agents

  • designed the GUI for the IDE for Behavior Tree

  • designed a stack based Code Blocks system

TeaserTuesday

Badonkadonk

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Quite Unusual
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Quite Unusual Newsletter #54

We return yet again with more new, thou nothing exciting to report this time we focused are administrative and bookkeeping tasks this month.

The past 4 weeks we did:

  • πŸ–₯️ Gathered production & project files
  • πŸ–₯️ Categorized and organized files for upload
  • 🌐 Uploaded environment files to the cloud server
  • πŸ§‘ Uploaded character meshes to the cloud server
  • πŸ§‘ Uploaded character textures to the cloud server
  • πŸ’½ Additional Behind the scenes admin tasks

TeaserTuesdays

The Woodland Waxworth

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Quite Unusual
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Quite Unusual Newsletter #53

Alta started doing long form posts every Sunday about what he worked on the last week @ https://substack.com/@quiteunusual But We'll continue to do these Newsletters with just a bullet list of what was accomplished in the past 4 weeks.

Alta Achieved in the last 4 weeks

  • made function to find unimplemented AI tasks
  • started implementing the missing task for the hermit AI
  • change AI task from having just one Instruction to a Vec
  • added Forth programs in addition to Behavior trees

  • renamed parsers from parse_x to x_parser

  • removed the bt module that had become a catch-all and moved the stuff into a better organized layout

  • did a little looking into moving to Bevy's ECS system

  • categorized my programming ToDo list into: small tasks, needed for current game, would be nice for current game, needed for future games, and bucket list

  • separate the engine features from the games that implement them in my dependency graph

  • start fleshing out my notes of inspiring games

  • migrates my note app to iced 0.13

  • reread them as I a had forgotten how it worked

  • move the source files into a hierarchy

  • completed the note viewer enough that it can display stuff

TeaserTuesday

Waxworth knows how to handle balls.

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Quite Unusual
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Quite Unusual Newsletter #51

Alta has been quite productive the past four weeks. if this keeps up we'll have to report on them ever week to keep them fitting in the char limits

Alta's accomplishments

Settled on these terms to keep thing straight while working on the AI:

Task Procedure: The template of a task.

Task Performance: The actual carrying out of a specific instance of the task's procedure.

Task Execution: The process of taking a task's procedure and producing a performance of that task.

Do to ChatGPT completely misunderstanding what I was talking about I came up with concept of method characters use for 'being nice' and 'being mean' So taking a cue from Gary Chapman's 5 Love languages I came up with The_5_Languages_of_Niceness, the different ways people express thoughtfulness and kindness, and The_5_Languages_of_Meanness, the different ways people express their dislike or disapproval.

  • crated executor to apply the changed to the world
  • made a substep visualizer for my movement step code
  • reworked movement step code to have starting positions-speeds passed as parameters
  • added movement to my AI sandbox
  • fixed bug in how to location of substep locations was calculated.

  • finally grokked Behavior trees enough to start implementing them

  • created basic Behavior tree implementation that use recursive function calls

  • made a system to seek to a specific branch of a behavior tree

  • realized that it would only execute the branch and not continue back up to the parent

  • started on making a virtual machine to run the behavior trees and realized I don't need to return Running back up the tree the leaf can just return it directly to the function executing the tree then that function can handle it and then resume executing the tree when it is done.

  • developed an algorithm to devaluing damage that was healed for my kill_share system that allocates the responsible for a kill based on the percentage of the adjusted damage they dealt it

  • coded the kill_share system

  • Came up with Terrorforming idea for an expansion to my Colony sim

  • worked hard to come up with the name 'Terrorforming'

  • fleshed out how Terrorforming is different from the Darkload expansion

  • came up with the idea of corruption roles that Darklord can give people they have corrupted

  • designed the Dr.Hyde corruption role that can be assigned to corrupt indications with medical skills

  • did some work on the design corruption system

  • designed a Hermit AI that builds a house and garden them grows food to sustain himself.

  • got tired of the tedious process of manually inputting the hermit behavior tree

  • wrote a parser to takes my notes and produce the behavior tree for me

  • tried porting a visibility polygon program to my fraction crate, didn't get to pass it's unit tests

  • moved my FOV code into my geometry crate

  • discover my FOV code doesn't handle degenerate line segments

  • made unit tests for my FOV code

  • found what was causing Hypnagonia to melt be PC and removed the offending code

  • made an ordered-f32 crate the wraps f32 with implementations of Ord, Hash, and Eq traits

  • implemented a dependent goals pool that allows for multiple goal requiring the same sub goal and not repeating that subgoal

  • cleaned up the UI of the AI sandbox

  • added unit tests for use_object()

  • stated on the main loop of the AI sandbox simulation.

  • made 1 sentence description of Asana Factory game and colony sim game

  • made template 1 sentence description of games in our Social physics line

TeaserTuesday

Waxworth knows how to use an exercise ball.

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