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About sophisticatedZombie

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  1. I've got some free time again and could help out with some coding tasks.
  2. No problem Crispy, and thanks for clarifying. I was being oversensitive I guess. I guess I'm just used to internet projects where everybody tries to prove how smart they are by rejecting all previous work. I jumped the gun when I inferred thats what you were getting at, and it was unfair of me. Its been good to have you on the team.
  3. Ok. I took a chill pill. Everything is cooled out. BTW I'm debugging today. I've added some visual tools controlled by cvars that we can use to try to balance the observed lighting levels and the AI perception distances. I checked in the code, but not a PK4.
  4. I just want to add that I don't think our AI is "substandard." I probably shouldn't, but I take a bit of offense at the implication. The problem is that one of our original goals has been to build a more realistic AI that doesn't "cheat" as much. The hard truth is that in every stealth game you have ever played, the AI knows where you are, and simulates not knowing to build up the suspense. In ours, we are trying a completely different approach of having the AI not know exactly where you are, and actually try to figure it out. Making multiple AI figure out where the player is by searching
  5. Personally I don't care what platform the games come out on as long as I get more glow feedback. More and more glow feedback. Please, don't ever stop increasing the amount of glow feedback in games. Eventually, I want a game where every screen pixel is at full illumination all the time. That will fill me with excitement. I think I'll make a little demo game called "Sandwhich Eater II". In it, you pick up sandwhiches and eat them. With every bite, your character is surrounded by flashes of lightning and particle effects.
  6. Have we gotten any more information from the applicants? We have talked in the past about having the AI try to consider possible movement of the thief, modelling its possible paths from the source of the stimulus. It sounds like some of the applicants have worked in that area, so it would be possible for them to jump into that part of the system.
  7. I'd add that there is a climate effect to innovation. Rapid technological development tends to occur in situations where the future is unpredictable. When people have to work like crazy today to save up resources because there is a null period in their availability coming in the future, they worry incessently and build technologies to help them hoard during the good times. Most technological development early in civilizations is driven by that and tends to occur in: flood plain regions, temperate climates, along animal migration routes. People who live somewhere where the food supplies are
  8. How is a mini-masturbation game going to add anything? The whole point is to simulate things you don't do on an hourly basis already? But seriously, we need to think about these features before "hand".
  9. The idea that human beings have different mental capabilities isn't borne out by the evidence. Even if you think the small percentage difference in "IQ" normal score in some studies is not at least partially due to poverty/nutrition/etc..., the range of overlap is so vast that there wouldn't be a discernable effect on a culture. Environmental and almost purely random circumstances would play a greater role in cultural evolution. Furthermore, if you look at human genetics, the only traits that vary from region to region are those that are adaptive form region to region. Specifically, skin
  10. I think it looks good. If we want to experiment with something else we can, but that implementation would be good enough for a release as far as I'm concerned.
  11. As a group, we all tend to have a sense of style that allows us to enhance the stealth gameplay experience without losing the spirit of the originals. Here are some examples: When discussing combat, we all quickly agreed on the idea to include swordplay finishing moves. By having 6 different finishing moves, each with its own glow feedback produce by swirling spheres of particle effects, we have upped the ante on other stealth games by filling the player with a sense of power. Similarly, when we were considering whether or not loot should blink or glow, we decided that it would be best t
  12. A couple of points. On the hypothesis of evolution amongst migrating early humans, there are several things that have to kept in mind. First of all, primates are unique in that they have far more "overlay" capability in their genetic structure than any other creature discovered so far. Most mammals for example, seem to be able to use one segment of DNA to encode for about 2 or 3 protein synthesis sequences when the sequences are split and rejoined in various ways. One of the distinct features of primate genetics is that we have more (I think 5 if I remember correctly.) There is some sp
  13. Hey spar, the color blindness thing is something everybody always forgets about. I've been on a couple of committees that discuss human factors aspects of avionics displays. I'm not a human factors expert, or an expert on sensory perception, but I have learned a few things over the years. Brightness doesn't work too well as an indicator because it is can't be judged without comparison to neighboring shades of intensity. As the view moves around and things on the screen change, the indicator will be hard to judge. A simple guage would work best. A moving bar or guage helps people in j
  14. Hey, I was the one who had trouble with the search animation. The problem I ran into, is that it played the animation, but then the AIs arms became stiff at their sides for 30 seconds or so afterword. I don't understand it enough to guess at the cause other than there is some other animation that must be re-established in the arms.
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