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Willamette's Parkview Mall |
Tuesday, February 28, 2012
Because I feel bad ...
... about not having fancy-pants pictures in the last post:
I might have spent the last couple of hours ripping the map data from Dead Rising. What better to serve as a placeholder level for a mall apocalypse game than ... a mall.
Monday, February 27, 2012
Musings on AI and Events
As I work on getting some placeholder assets in, I'm brainstorming just how I want gameplay to go. As far as 'enemy' AI is concerned, I'm leaning towards a memetic, event-driven, scalable system. That's a lot of buzzwords.
A 'memetic' AI is comprised of a series of memes. A meme is a transferrable behavior (also a funny cat picture). Memetic AI works wonders for instinct-driven, or mindless actors. Memes are self-contained, encapsulated behaviors. Things like: Forage, Patrol, Chase, Flee. Actors can pick up behaviors from their neighbors. In practice, it is likely that each AI actor in the system will use a weighted decision system, and the memes its neighbors are performing will weigh more heavily than others. In other words, in a group of bimbos, if one flees the others are slightly more likely to also flee. If half of them flee, then the remaining are very likely to also flee.
What do I mean by event-driven? At certain points through the game, things will happen, of course. Dead Rising is actually a fairly good analog of what I'm planning. At certain points throughout playing either game you get a call to tell you something's going on in some part of the game world. These are events, of course. In Bimbpocalypse, an event might be a busted water main in the main corridor, or another survivor shows up holed up in a shop. Each event will be more-or-less self-contained, and should show up at semi-random points in time to keep the game dynamic. Events will have a set of criteria dictating when they are able to show up, however, so that their contents can be more tailored to the current state of the game. Is your character female, and dealing with a bit of a lactation problem? Perhaps there's some sort of milk farm event that might fire in such a situation. This ties into my next point.
Scalable AI? Inspired by the 'AI Director' Valve used in the Left 4 Dead games, a scalable AI is simply one that alters the difficulty of what's going on based on metrics used to determine how well you're doing. These metrics will likely be rather broad -- if you're low on health, high on lust/arousal, getting pretty far along in one or more transformations, low on food/water, then you are doing poorly. At this point, the game should decrease the chances of spawning a bimbo horde to come terrorize you, and increase the chances of you finding edible or potable things. Alternatively, if you are doing well then maybe it's time to knock you off your high horse.
Mixing the scalable AI director with a system of events lets us do some interesting things. Because then our events can react to how well the player is doing as well as the state of the game. HOOLAY.
A 'memetic' AI is comprised of a series of memes. A meme is a transferrable behavior (also a funny cat picture). Memetic AI works wonders for instinct-driven, or mindless actors. Memes are self-contained, encapsulated behaviors. Things like: Forage, Patrol, Chase, Flee. Actors can pick up behaviors from their neighbors. In practice, it is likely that each AI actor in the system will use a weighted decision system, and the memes its neighbors are performing will weigh more heavily than others. In other words, in a group of bimbos, if one flees the others are slightly more likely to also flee. If half of them flee, then the remaining are very likely to also flee.
What do I mean by event-driven? At certain points through the game, things will happen, of course. Dead Rising is actually a fairly good analog of what I'm planning. At certain points throughout playing either game you get a call to tell you something's going on in some part of the game world. These are events, of course. In Bimbpocalypse, an event might be a busted water main in the main corridor, or another survivor shows up holed up in a shop. Each event will be more-or-less self-contained, and should show up at semi-random points in time to keep the game dynamic. Events will have a set of criteria dictating when they are able to show up, however, so that their contents can be more tailored to the current state of the game. Is your character female, and dealing with a bit of a lactation problem? Perhaps there's some sort of milk farm event that might fire in such a situation. This ties into my next point.
Scalable AI? Inspired by the 'AI Director' Valve used in the Left 4 Dead games, a scalable AI is simply one that alters the difficulty of what's going on based on metrics used to determine how well you're doing. These metrics will likely be rather broad -- if you're low on health, high on lust/arousal, getting pretty far along in one or more transformations, low on food/water, then you are doing poorly. At this point, the game should decrease the chances of spawning a bimbo horde to come terrorize you, and increase the chances of you finding edible or potable things. Alternatively, if you are doing well then maybe it's time to knock you off your high horse.
Mixing the scalable AI director with a system of events lets us do some interesting things. Because then our events can react to how well the player is doing as well as the state of the game. HOOLAY.
Friday, February 24, 2012
Work Begins
Progress!
I've established a basic state machine and rendering engine, based on code I've done in the past. I'm working onripping off converting some Oblivion assets to use as placeholder meshes, until such a time as I can either A) make my own (I'm not a terribly amazing modeler, trust me) or B) Find someone to do so.
Why Oblivion? The theme of the game isn't quite right for what I have in mind, but there are a bajillion mods already out there and the mesh and animation formats are well-documented. Additionally, there are already tons of adult-oriented mods, adding some sexytimes animations or various body shapes which will be useful in development of Bimbpocalypse. Also, one of the commonly-used skeletons for character animations really covers the bases as far as bones go. It includes arms, legs, fingers and toes as well as bones to animate a tail, two separate sets of bones to cover two styles of wings, nodes to attach weaponry/items, and bones to animate a skirt/dress and hood. And hair.
So, wee! Things happen.
I've established a basic state machine and rendering engine, based on code I've done in the past. I'm working on
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Sample character mesh with rigging. |
So, wee! Things happen.
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Main menu WIP shot |
Tuesday, February 21, 2012
Welcome!
Welcome to the development blog for Bimbpocalypse!
What is Bimbpocalypse? Well, Bimbpocalypse is a survival game of an adult nature. Yes, this means there are sexytimes in the game. You play the role of a survivor trapped in a mall after some sort of civilization-destroying event turns most everyone else into a hyper-sexed bimbo.
Think: Zombie apocalypse mall, but with vapid, sex-crazed wimmenz instead of brain-eating zombies.
The game will feature several methods of transformation, as the Bimbo condition is infectious in nature. The nature of the game, then, becomes to survive unchanged (or as unchanged as possible). Perhaps you hole up in an abandoned restaurant, living off of the nonperishable food stores. Perhaps you raid the nearby shops for water -- is it safe to drink?
Will you succumb to the bimbo horde?
What is Bimbpocalypse? Well, Bimbpocalypse is a survival game of an adult nature. Yes, this means there are sexytimes in the game. You play the role of a survivor trapped in a mall after some sort of civilization-destroying event turns most everyone else into a hyper-sexed bimbo.
Think: Zombie apocalypse mall, but with vapid, sex-crazed wimmenz instead of brain-eating zombies.
The game will feature several methods of transformation, as the Bimbo condition is infectious in nature. The nature of the game, then, becomes to survive unchanged (or as unchanged as possible). Perhaps you hole up in an abandoned restaurant, living off of the nonperishable food stores. Perhaps you raid the nearby shops for water -- is it safe to drink?
Will you succumb to the bimbo horde?
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