• Chaos Theory AD
    33 replies, posted
I organized the post in headed release boxes, so you can read what you want - if you're a tl;dr person, just read the summaries and jump down to the media. :v: [release][b]One-Sentence Summary:[/b] [highlight]math.random(): The Game[/highlight][/release] [release][b]Slightly Longer Summary:[/b] [i]Chaos Theory AD[/i] is the newest of a long line of unfinished projects of mine (anyone recall Primal 2050? :v:). Like Primal and a few other projects of mine, this game, too, utilizes the system of InfiniDungeon (for those unfamiliar, watch [url=http://www.youtube.com/watch?v=ws2tA9WjrQc]this video[/url] and [url=http://www.youtube.com/watch?v=6gPAe5cEIko]this video[/url] to see what InfiniDungeon does). The game has a setting similar to many popular post-apocalypse games (Metro 2033, FallOut 3, the STALKER series, etc), though most strongly has ties to Metro 2033. This is because the game takes place almost entirely in an underground complex, and consists of navigating the immense underground system of the Chaos Theory world. Engage in factional warfare, become a vigilante protecting the underground from bandits, explore the abandoned tunnels that have only recently been rediscovered, fight off hordes of the grotesque mutants* that make their home in the deepest pits of the underground, become a trader and make your living off playing the game of supply and demand, or just be a freelance mercenary taking work wherever its needed. In [i]Chaos Theory AD[/i], how you play the game is completely up to you.[/release] [release][b]Factional Warfare[/b] The world of Chaos Theory consists of 12** factions which are completely dynamically generated. From where they set up base, to how many people they have wandering the underground, to the stock of their traders (and thus their demand/prices for various things) and the equipment of their troops, to their relationships of the other factions - everything is completely randomized so that every time the map is reloaded (which shouldn't be often, but hey, who knows, right?) the experience is completely different. [i]Chaos Theory AD[/i] utilizes a completely pre-generated InfiniDungeon system (as opposed to traditional InfiniDungeon, which creates new rooms as they're required; this game creates every possible room at game start) of about 500 rooms***. From these rooms, various "settlements" are established - some are left abandoned, where others are taken up by the factions. From each faction's settlement a number of exploring NPCs are sent out to explore the underground. Using a system of [b]offline[/b] and [b]online[/b] AI. [b]Offline[/b] AI is used for cells that are not [b]active[/b] - cells that have no players running around. Because it'd be incredibly inefficient to have a bunch of NPCs running around in rooms with no one in them, offline AI is simply a collection of data that simulates movement. Offline AI moves just like players and online AI - they go through doors, they trade with one another, they fight with enemies, they eat, all of that stuff. [b]Online[/b] AI is pretty much the opposite of offline AI - they are used for active cells and are simply physical NPCs that exist in the room. The AI transitions smoothly from offline to online and vice-versa, and is persistent throughout. In addition to the NPC front of the faction war, players can join in as well. Though players start out neutral with all the factions, their actions are constantly changing their relations with the factions. As a player gains relation with a faction (such as by doing missions for them, trading with their merchants, or killing their enemies), all factions that are friendly with said faction likewise gain relation with the player - and factions that are hostile will lose faction with the player. If a faction likes you enough, you have the option to actively join their faction, and doing so gives you discounts on all items they sell, as well as unlocking higher-end missions and equipment. However, doing so casts you into their faction warfare without hesitation, and defecting has negative consequences: namely, the faction you defect from will become incredibly hostile to your betraying ass. So don't do it unless you know what you're doing.[/release] [release][b]Bandits in the Underground[/b] An unfortunate matter of life is that there will always be people who resort to crime. Life in the underground is no different. From a more realistic standpoint, [i]Chaos Theory AD[/i] is populated by a great many NPCs - most of them offline at any one point, but they're there nevertheless. While certainly a very good amount of these NPCs belong to one of the twelve factions, who like to send out troops to explore, fight, and trade, there are a good number of rogues and loners that explore these tunnels as well. With no faction to identify with, no family to care for, and no home to call their own, these vagabonds are little more than scourge of the underground, attacking anyone they see in hope of stealing supplies, weapons, and food. Universally hated by all the factions, and universally [b]hating[/b] all the factions, there is no such thing as "neutral" to a bandit: if you're not the bandit himself, then you're an enemy. The bandits have no organization whatsoever, and will even fight other bandits if they just so happen to come across one another. And while most bandits are simple vagabonds living off scraps and have terrible equipment, it would be wise to never underestimate them. There have been cases where bandits were able to take out a better-equipped person, and therefore themselves become better equipped. There is a simple rule of thumb in the underground: Confident, Cocky, Lazy, Dead. Confidence is never a bad thing, but be careful not to become too cocky, or you may find yourself on the wrong end of a shotgun barrel.[/release] [release][b]Become an Explorer[/b] Let's face it, not everyone is trigger-happy and more than willing to get into a firefight. There are some people who prefer less confrontational methods, and that's both perfectly acceptable and completely encouraged in [i]Chaos Theory AD[/i]. While the areas around faction settlements are pretty well explored, there are areas further out that are far less explored, if they've ever been explored before in living memory. If you decide to become an explorer, you may not be the first - many young souls have pledged their lives to exploring the mysteries of the underground - but you very may be come one of the most successful. Of the few explorers who have returned to civilization, all spin amazing tales of awe-inspiring sights, horrifying experiences, and, of course, unrivaled treasure. From artifacts created by The Event that drove humanity into the underground to anomalies that sprung up as a result of it, to simply unique creations left behind by less fortunate travelers, the underground is ripe with treasure, waiting for those nimble and willing enough to hunt for it.[/release] [release][b]Become a Mutant-Slaying Hero[/b] I would like to incorporate a slew of mutants, but as of right now, they're not definitive. There simply aren't that many good NPC-friendly models that could adequately work for mutants. If I find enough, then I would be more than willing to create mutants, but as it stands, headcrab zombies and antlions just don't really cut it. :v:[/release] [release][b]Master the Art of the Economy[/b] As mentioned above, the factions in [i]Chaos Theory AD[/i] are generated dynamically, including their merchandise. Each faction has five different item classes in their economy - Weapons, Armor, Supplies (food and water), Medical, and Scrap (everything that's not of the above). For each item class, the factions are assigned a random value - the higher the value, the more the faction has of said item class. And consequently, the less demand they have for it. What this translates to is, the more of an item a faction has, the cheaper they'll sell it for. Adversely, the less of an item a faction has, the more they'll pay for it. While the factions may be at war with many other factions, they will also have al
the concept of a procedurally generated map is cool, but the size of the rooms suggests to me that NPC fights would be kind of awkward. I can also see myself getting completely lost after entering a few doors (although i assume that with a more detailed map you'd have more visual cues), will there be any sort of navigation system?
[QUOTE=MerzBro;28776577]the concept of a procedurally generated map is cool, but the size of the rooms suggests to me that NPC fights would be kind of awkward. I can also see myself getting completely lost after entering a few doors (although i assume that with a more detailed map you'd have more visual cues), will there be any sort of navigation system?[/QUOTE] I intend to have some sort of "journal" system, where you can mark locations of interest, and the system will generate a path leading you to any location you have marked. You can also find your way to any non-hostile faction base. I may also add it so you can "buy" journal locations, which will lead you to areas with interesting things like treasure, or non-faction-affiliated traders, which is an idea I've been toying with. I would like a virtual world map, but I tried making one over a span of four days, and it was an absolute nowhere (and got absolutely nowhere), so unless someone else wants to make it completely by themselves, that won't happen. And don't let the size of these rooms really give any ideas. Ideally I'd like a lot of absolutely huge rooms - think the giant tramways in Metro 2033, if you've played the game, such as the metro where you fight the damned amoebas.
This looks like it could turn into something AMAZING. This gamemode has a LOT of potential, and it would make me very sad if it went unfinished. Also, perhaps you could have a local map that literally makes the camera go up into the void and look down on you?
This looks incredibly cool. Keep up the work and get a beta server as soon as your ready!
[QUOTE=Usernameztaken;28792175]This looks like it could turn into something AMAZING. This gamemode has a LOT of potential, and it would make me very sad if it went unfinished. Also, perhaps you could have a local map that literally makes the camera go up into the void and look down on you?[/QUOTE] Well, if I did that method, it would be INCREDIBLY localized. As in, [b]only[/b] the room you're currently in. :v: [editline]26th March 2011[/editline] And thanks everyone whose posted thus far as well. I'll get a new video of the SNPCs up in a day or so - just need to finish up some basic combat AI, make their alertness change based on who is around them, and then automate the NPC generation procedure first.
I love the AI in this gamemode, it seems very innovative for gmod standards that is.
Video update. Check OP. :v:
^ awesome.
From what i've found about AI nodes is that NPC's will try and stand directly on a node, so if you don't have enough the paths to each node their movement will be limited. I've found an almost hexagonal pattern offers a good selection to the AI, but don't forget to place [url=http://developer.valvesoftware.com/wiki/Hint_nodes]info_node_hints[/url] on each side of doorways so they know it's a pinch point, and according to the Valve wiki, info_node is depreciated and info_node_hint should be used instead. The Valve wiki about it is pretty informative about node placement in this article, [url=http://developer.valvesoftware.com/wiki/Nodegraph] Nodegraph [/url]. Well hope this is useful, your AI looked like it didn't have enough choices of places to go, but other than that it is [b] absolutely awsome [/b].
Nice description. I lost the game because of you >:(
[QUOTE=Fantym420;28843673]From what i've found about AI nodes is that NPC's will try and stand directly on a node, so if you don't have enough the paths to each node their movement will be limited. I've found an almost hexagonal pattern offers a good selection to the AI, but don't forget to place [url=http://developer.valvesoftware.com/wiki/Hint_nodes]info_node_hints[/url] on each side of doorways so they know it's a pinch point, and according to the Valve wiki, info_node is depreciated and info_node_hint should be used instead. The Valve wiki about it is pretty informative about node placement in this article, [url=http://developer.valvesoftware.com/wiki/Nodegraph] Nodegraph [/url]. Well hope this is useful, your AI looked like it didn't have enough choices of places to go, but other than that it is [b] absolutely awsome [/b].[/QUOTE] Ooh, that's good to know. I think I may replace all the nodes in my map with these, and then make sure to set the ones on both sides of the doorway so the NPCs know it's a pinch point. Thanks a lot for bringing it up, mate. :buddy:
I like what I see and I'm loving it. However, where's the damn test server? :P
Okay, after taking a five-day hiatus from working on this game, I think that after I play some more STALKER tonight (:downs:) I am going to work on this game. Taking a break from the NPCs, I am going to finish up the inventory system (It's about half-finish as of right now), and then immediately afterward I shall work on the trading system (both player & player, and player & NPC). Hopefully I can have some screenshots of the system up in a day or so. Been talking with friends about how I want a Diablo-esque game to be released (such as Torchlight 2), and that has kinda inspired me to work on this game some more. :buddy: [editline]fish[/editline] Except I just realized I forgot to back up the map when I installed Windows 7. Oh well, I need a better map anywho. :v:
Well butter my biscuit, I'll map for you. PM me.
test map. [img]http://filesmelt.com/dl/hl2-20110406-1904131.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110406-1903304.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110406-1903484.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110406-1904049.jpg[/img] :smug:
I have two things to say. Firstly: You don't even know how much it means to mean that you decided to help (without my asking even!). Thank you [b]so[/b] so much! :buddy: Secondly: :gizz: I also have to admit I haven't been able to work on the game like I said I intended to. The days when I have long classes are [b]really[/b] long, and the days I have short classes are [b]really[/b] short. Normally the latter would be okay, but the high school is on spring break currently, so I'm not home fifteen minutes before people come over. Hell, my friends were at my house before [b]I[/b] got home yesterday. Once they go back to school in a week or two, I should be able to finally get my life back and start working on things. :v:
I understand. And I was on a modding team, but I had a whole bunch of outside commitments and the leader was an asshat. So obviously that didn't work out. Been looking for a decent project for a while now. Plus everyone in the Mapping section knows that everyone in the Lua section needs a mapper for their gamemodes. 60+ maps is a lot to ask for, even if they are small. I'll start working on a set with these wooden textures. Maybe a few more hallways, some 3 and 4 way intersections, the like. And 3 things. 1. Are there any special areas you want me to do? (Spawnroom, enemy bases, generator rooms, etc) 2. How is the client going to download these map files? 1 at a time? From a website with the rest of the files? Maybe you should put a password on the server, with a link to a download. When you download the files, theres a text file with the server password on it, so you can see all the content. 3. [img]http://filesmelt.com/dl/BRO_FIST.gif[/img]
1.) Actually, I have been playing with the idea of semi-dynamics, rather than full dynamics. By this I mean there would be a special set of specific rooms, which would be massive, one-block areas (if you've played Metro 2033 then, for example, the D-6 metro station would be one such unique one-block area). Connecting these one-block areas would be the completely dynamic hallways and rooms you see being used in the videos. As of right now, I can't really think of any, but generator rooms will definitely be one, as well as probably a large subway system, possibly an underground library, and such like that. The reason for deciding on having large areas combined with smaller areas such as hallways is that, as someone brought up, the small rooms will result in some pretty poor gunfights, whereas the larger rooms will provide for more natural gunfights. Indeed, I imagine that most the gunfights would be taking place in said large rooms - the hallways would basically just be chance encounters. 2.) Using the system of InfiniDungeon, I can have these 60+ rooms all in a single map file. So it's 60+ rooms, in various sets, but all within a single mapspace. So there is only one map to download, and it contains [b]all[/b] of the rooms used. :buddy: 3.) [img]http://cdn0.knowyourmeme.com/i/000/072/542/original/tumblr_ksczlyQbeU1qzx4k0o1_500.jpg[/img]
Also I have a friend (Fata) who is a pretty good mapper. He is willing to help out, if you need it.
Also, Content Ho! WIP Spawnroom. The dev textures in the displacements will go away once I nodraw them- they're there to keep the map sealed (Displacements don't hold in maps) [img]http://filesmelt.com/dl/hl2-20110408-0100448.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110408-0102259.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110408-0100558.jpg[/img] This room is still kind of boring. [img]http://filesmelt.com/dl/hl2-20110408-0101100.jpg[/img] Once you're through that hole in the ground, you end up here: [img]http://filesmelt.com/dl/hl2-20110408-0101198.jpg[/img] And around the corner you get here: [img]http://filesmelt.com/dl/hl2-20110408-0105377.jpg[/img] That cat represents where the main room will be. The main room will be an underground shanty, with traders, a player meeting area, and stuff like that. [img]http://filesmelt.com/dl/hl2-20110408-0101339.jpg[/img]
[media]http://www.youtube.com/watch?v=Z84adeTJ5ec[/media] It's not this dark in-game. And the lighting in the generator room needs help, it is ill.
More content. [img]http://filesmelt.com/dl/hl2-20110408-2203121.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110408-2202502.jpg[/img] [img]http://filesmelt.com/dl/hl2-20110408-2203023.jpg[/img]
That is one f'er of a mapper you have there, Gmod4ever. Treat him good, feed him well, and let him outside every once in a while.
[QUOTE=oh bee one;29097854]That is one f'er of a mapper you have there, Gmod4ever. Treat him good, feed him well, and let him outside every once in a while.[/QUOTE] I can map for other projects too. If anyone needs me, send me a PM.
Good job. Did you ever release InfiniDungeon? If not, are you ever going to? I could really use it.
this looks really good
Bmup, Gmod4Ever, I hope you havent laid this to rest just yet! I'm a real fan of your work and hope you finally get something great functional and running.
This looks really awesome! Can't wait for it to be released.
Once again, AWESOME WORK. I jizz myself every time I periodically check up on this thread. Seriously. It's like porn to me. Also, yeah. Have a bunch of set rooms all in one spot consistently, but then have the infinidungeon engine connect them in a random way.. That would create a lot of replayability and variety. However, this does make me wonder. Does infinidungeon do things that are VERTICAL too? If not, you may want to make that possible.
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