NEO Scavenger Mobile Progress, and AI Work
Hey folks! Hope everyone had a good weekend. Ours was quite busy! One might say it filled our "NeedContact" and "Need Friendship" stats nicely :)
Back at work, Tiago sent me his latest progress on the mobile port of NEO Scavenger. Have a look!
Not bad! It loads the main screen, options, etc., and can start a new game. The player can select skills, and then load an encounter. Though, currently it's loading the wrong encounter (and if you look carefully, you'll notice the next encounter is even wrong-er :)
Also, there are still plenty of smaller issues to sort out with rendering, GUI sizing, etc. But this is an awesome step forward. I was able to wander the hex map, and this is even running on my old, crappy cheap-o tablet. So there's hope that it will work well for many users! Nice work, Tiago!
Back on the space prototype, I think I'm finally starting to make sense of my AI stats. Last week, we got a sneak peek into the full list and naming convention for AI stats. And I think I was finally able to finish standardizing them.
Basically, all stats are good when lower, and bad when higher. And depending on the concept, some are "needs" while others are "stats."
"Needs" are things which, if we have too little, spell trouble for a human. And they're easier to explain as a deficit rather than an abundance. Examples of "needs" include achievement, contact, and hydration.
"Stats," on the other hand, are things which are harmful in large doses, and are easier to explain as a positive than a lack thereof. Examples of "stats" include encumbrance, radiation, and infection.
So far, I've been able to classify all of the numbers into one of those two categories. And as mentioned already, all of them are on a scale where more is worse. One wrench in the works, however, is body temperature. This is an exception where too much and too little are problems. There are some different ways to approach this, but I'll have to give this some thought.
Also, I'm starting to realize there may be a "third" category to track. "Ticks" or "rates." Certain things about humans increase or decrease over time, and these rates change based on conditions. Examples of this include the rate at which we generate body heat, metabolize food, consume oxygen, etc. The above "needs/stats" measure how much we've lacked, but if we're running a marathon, for example, the rate at which we lack oxygen should be faster.
NEO Scavenger already had this with things like "m_fImmuneRestoreRate," and "fWaterConsumptionRate," so I may just be able to copy a lot of this over. (Both values and code/logic.) There are some benefits to having created a survival simulator before a spaceship crew simulator :)