Page 3 of 5
Re: PSCD Progress Report
Posted: Sun Oct 04, 2015 2:28 am
by kadakithis
Thank you, and good work!
Re: PSCD Progress Report
Posted: Sun Oct 04, 2015 5:40 am
by jack1974
Technically I should update the text bar for this game to 100%...

And do another one for the DLC. Anyway I'll see, doing so many things recently that updating the progress bars is not my primary goal now

Re: PSCD Progress Report
Posted: Mon Oct 05, 2015 6:59 pm
by Miakoda
jack1974 wrote:Technically I should update the text bar for this game to 100%...

And do another one for the DLC. Anyway I'll see, doing so many things recently that updating the progress bars is not my primary goal now

*grins* And here I thought I got away from one whip, and you bring out the cat'o'nine tails
More seriously, I plan on finishing the Codex in the next day or two, and then will start outlining the DLC romances.
Also we are looking into adding a short adventure as well in the DLC, something which would take place after the base game.
Re: PSCD Progress Report
Posted: Wed Oct 07, 2015 4:47 pm
by Anima_
The last few weeks were a bit crazy in quite a few crazy ways, therefore the framework status is the same as in the first post. On the other hand all the small little tweaks and features Jack was throwing on the heap are all done as well. So the TODO hasn't grown at all.
And I'm starting to actually be content with the framework. Pretty much everything Jack was asking for is implemented, even the things I initially rejected.
To no ones surprise it's actually become more complex then the initial Loren engine. Don't ever trust Jack when he talks about simpler games for the future.

Re: PSCD Progress Report
Posted: Wed Oct 07, 2015 4:50 pm
by jack1974
Well, I was talking about simpler games FOR ME. Never said would be simpler for the coder!

Thanks again for the great work, the engine is awesome and already as it is I could immediately reuse it for Undead Lily (and other possible future games). Though of course I'll add some other features if I reuse it on other games

Re: PSCD Progress Report
Posted: Fri Oct 09, 2015 8:56 pm
by Anima_
jack1974 wrote:Well, I was talking about simpler games FOR ME. Never said would be simpler for the coder!

Thanks again for the great work, the engine is awesome and already as it is I could immediately reuse it for Undead Lily (and other possible future games). Though of course I'll add some other features if I reuse it on other games

Well it's time for my revenge!
Work on the new AI code has officially started. We will be using the same basic approach that was originally planned for the new RPG framework. If you are curious we're using a
Behaviour Tree implementation.
And revenge? Well this is the first prototypes debug output:
Code: Select all
root :: root || Loading sub tree: test_main_tree
test_main_tree :: Sequence || Debug:True Msg: AI was started.
test_main_tree :: Sequence || Debug:True Msg: Now we will load a subtree!
test_main_tree :: Sequence || Loading sub tree: test_sub_a
test_sub_a :: Selector || Debug:False Msg: Subtree "test_sub_a" successfully loaded and is now running!
test_sub_a :: Selector || Debug:False Msg: In a Selector hiting a false is not a problem. It will still go on.
test_sub_a :: Selector || Debug:True Msg: But since this debug will return True the next statement will never be executed.
test_main_tree :: Sequence || Debug:True Msg: Now we are back to the main tree!
test_main_tree :: Selector || Debug:False Msg: Now we start a selector to show you can break a sequence.
test_main_tree :: Sequence || Debug:True Msg: Of course you can nest these composite statement as deep as you want. That's how you can create complex behaviour.
test_main_tree :: Sequence || Debug:False Msg: With this message the sequence is broken, since it will return False.
test_main_tree :: Selector || Debug:True Msg: Now that the sequence is broken the selector will take this True statement and run with it.
test_main_tree :: Sequence || Debug:True Msg: Obviously the Selector was successful since you see this message and the sequence can finish.
AI found a way.
I'm really looking forward to including actual non debug conditions. That will be really fun!
At least for me^^
Re: PSCD Progress Report
Posted: Sat Oct 10, 2015 7:38 am
by jack1974
See people! Doing work on PSCD actually also builds the foundation for Loren 2 and future RPGs for our super-smart-intelligent-butalso-bastard AI (tm)

Re: PSCD Progress Report
Posted: Sat Oct 10, 2015 4:27 pm
by Miakoda
*grins* Well Anima, I personally appreciate all the work you've done
On another front:
My outline for the DLC romances was accepted, and I've actually started writing some of them. People should give a special thanks to Jack1974 for expanding them
I have the outline done for a short adventure, but we'll see how that goes.
The artist is working hard at the romance CGs. Given his speed, he will finish them with flair.
The musician for the theme song is also working well; I can't wait to see what he comes up with.
Re: PSCD Progress Report
Posted: Mon Oct 12, 2015 3:26 pm
by jack1974
So today marks a big milestone, I tested 99% of cards (the only one left is Galina's Bounty, since I haven't made my mind yet about using Credits as resource, in addition to the other ones).
Also, made 15 missions so I'm almost halfway with it too. I will resume working on QoT next week probably, I've decided to finish completely the robbery mission so then Forsaken only needs to edit/rewrite the texts part, but everything is already tested!

Re: PSCD Progress Report
Posted: Mon Oct 12, 2015 8:52 pm
by Anima_
Miakoda wrote:*grins* Well Anima, I personally appreciate all the work you've done

Why thank you, though you have me at a disadvantage there. I haven't seen your script so far, which makes returning the compliment a tad difficult. But if you're even half as good as you're industrious the writing will be amazing.
Over the weekend we had a bug fix marathon since Jack was testing all cards. My new code was mostly code refactoring and optimization. But a few new AI nodes did sneak in, this time actual leaf nodes.
Code: Select all
test_sub_compare :: Sequence || Compare: len(a) > 0
test_sub_compare :: Sequence || Compare: Passed
test_sub_compare :: Sequence || Debug:True Msg: There is at least one card on the players field!
AI found a way.
That's the whole debug output actually. We now have a debug level setting, which can cut down on the log length drastically. Though I really have to add the board_key for a, it doesn't really make much sense otherwise.
We might finish the basics for the AI this week already, which is the last big roadblock. Looks like me being unavailable for most of the year will not delay the game after all.
