Thanks for the tip! Every little bit helps towards making our game a possibility!
- Mentioned in gameβs credits
- Access to early builds
- Access to Discord
Thanks for the tip! Every little bit helps towards making our game a possibility!
You must be interested in making this game a reality! Thank you for your generous support.
Thank you for your outstanding support, and giving us the chance to make this title as excellent as we can.
Your continued support will allow the studio to stay afloat, and we thank you from the bottom of our hearts!
For the true philanthropist we know you all can be!
Starting to put the pieces back together after.... people chose to retry Totalitarianism because it work so well in the 30s.
*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
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
That's not Spidey senses that are tingling.
Not much to report this month of the art front, just finishing up the transfer of files.
Seductive Waxworth
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
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
Badonkadonk
We return yet again with more new, thou nothing exciting to report this time we focused are administrative and bookkeeping tasks this month.
The Woodland Waxworth
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.
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
Waxworth knows how to handle balls.
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
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.
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
Waxworth knows how to use an exercise ball.