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Blog RSS Feed Report abuse Latest News: Update for March 2014: Further AI progress, Removal of Jobs, Multiplayer Ideas

About IRL: In Real Life with 2 comments by Jenraux on Apr 20th, 2014

Hello and welcome to March's update.

This months work was pretty similar to last months, in that it was focussed almost entirely on the AI.

I'm pleased to report that AI are now fully persistent, traffic and NPC's will move about no matter where you are in the game world, this really helps contribute to a living and breathing virtual world. This was a lot of work however, and there's still some more work to do in this area in order to expand what the AI are capable of.

I have to label every single road and give it an ID, and using that ID, traffic can find out where they should turn at what junctions in order to reach their destination, this part of the process isn't overly hard, but it's very time-consuming, and involves endless copying and pasting of code, hundreds of lines.


Makeshift debug text I made to check traffic is working correctly.

Because of this system however, I can manually specify what the traffic should do at each junction, allowing me to give accurate directions to traffic, instead of it being left to a system which may be flawed in some situations. 

If you remember the list of AI features I posted last month, you'll see that this ticks off the 1st stage of the AI, with the 2nd stage partially underway.

February's_Update wrote:1. NPC's will be persistent, constantly moving in the background. (COMPLETED)
2. Each NPC will have their own house, which they'll travel to and from using their car. Unless the destination is close, then they'll walk. (UNDERWAY)
3. NPC names are randomly generated from a list of possible names, a personality is also selected for them. (UNDERWAY)
4. Personalities will affect various things, including slightly affecting their driving. (NOT STARTED)

Now for jobs... I've made the decision to remove them from the game, although I found the idea of doing minigames in order to earn money quite novel, they were also repetitive, and given that you would have to do it every in-game day, for goodness knows how many days before you could afford a business, I felt that it was best to start the player off higher up the ladder. You will now start with a small business of some sort, which will make it easier to earn money, and hopefully a bit more exciting than doing the same minigame over and over.

 Now onto multiplayer, I've been a bit quiet on this subject lately, mainly because I haven't really started working on it. Although I showed some screenshots a while back, they were just prototypes, and I wasn't ready to start working on them properly. The game itself is more important to make first, the multiplayer will come later. But that doesn't mean I haven't been thinking about it.

My idea for the multiplayer mode, would not be for some MMO-like experience, rather, I would prefer to make the game suited for 2 to 8 players. The host would specify a 'target goal', which would be the amount of assets a player would have before they win. Then it would be a race for all players involved to acquire wealth and get the amount of money required for victory!

Although the multiplayer would be designed with 2 to 8 players in mind, it's quite possible hosts will be given a fair amount of customization over their server, so the imposed limit may be higher.

The multiplayer would be similar to the single-player, however adjustments would have to be made to allow for things such as network bandwidth, AI might be simplified for example. 

To end off I'll just show you a couple of houses you can buy, these 2 houses finish off the 3 houses available to purchase at the moment, including the first house that you start with, which has been shown in previous articles. Both of these are bungalows with 1 floor.

Remember to follow me on Twitter and Track This Game to be kept up to date with all the latest info, now I've got to get back to naming all these roads... -cries bitter tears-

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Post comment Comments  (50 - 60 of 67)
OuterSpaceStudios
OuterSpaceStudios Nov 16 2010, 9:39am says:

Try out Magnus: Operation Hard Drive lite. Its here on indiedb and it was made using Game maker 8.

+2 votes     reply to comment
M3ales
M3ales Oct 19 2010, 3:48pm says:

Hi

I'm Making A Stargate Game, And Any Help Would Be Appreciated. Game Maker Experience Required, PM Me.

Thanks
M.Eales

+2 votes     reply to comment
mrhoix
mrhoix Oct 5 2010, 2:26pm says:

Im making a spyro the dragon game. I have uploaded it here to indie db.

+2 votes     reply to comment
XD-MAN
XD-MAN Oct 4 2010, 4:14am says:

i download PRO EDITION HAHAHA!

0 votes     reply to comment
OverwatchNow
OverwatchNow Jan 7 2011, 2:28pm replied:

Let's go to try it out.

+2 votes     reply to comment
AleV
AleV Sep 12 2010, 10:03am says:

the best for principiants..very nice

+2 votes     reply to comment
TheDiddyHop
TheDiddyHop Aug 11 2010, 3:23pm says:

hey i use this... you can find my games at yoyogame.com... my name on there is deadden12

+2 votes     reply to comment
shiprocker
shiprocker Jul 21 2010, 9:19am says:

because of boredom, i have made a LEFT 4 DEAD 2D!!! lol

+2 votes     reply to comment
SNAKE_666
SNAKE_666 Oct 2 2010, 11:09pm replied:

can i play it? i'm serious upload to indies and i will Dload and comment on how good it is :D

+2 votes     reply to comment
BluishGreenPro
BluishGreenPro Apr 25 2010, 9:08pm says:

Just added a new and shiny Library file and Download!

+2 votes     reply to comment
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Great to make both easy, simple games in minutes for beginners, and tons of options for those who are willing to go one step further. Game maker has been used to create commercial games, for iPods, iPhones, iPads and psp. The game maker community on Yoyogames is strong (well over 100 000 members) and very supportive. Posting your game on this community can result in it being published on an international scale, in addition to being featured and played by thousands of people.Yoyogames have also released…

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