Monthly Archives: December 2005

Version 1.1:Locale

I was discussing the game with someone outside the United States, and he wanted to translate the game. With version 1.0, you can do it, but there should be another way to do it. I will try to add in a locale template into the game engine for adding other languages, easily. It would be better it if was in XML format and in a file, instead of in the database. It is going to add some complexity, but it should be cool along with the other enhancements.

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Organizing my Web Sites

I spent a good part of the past week, working on all of my web sites. Working on ridding myself of subdomains that aren’t getting any hits and placing other stuff in their logical places. I’m still not done, but I’ve done enough of cleaning to be proud of myself, the rest of what I still to do is coding of the designs and installing some other software packages.

Gallery Work

I’ll probably be still uploading pictues to my photo gallery after I edit the pictures for the rest of today and installing the Word Press plugin for viewing the photos on the blog. If I receive any pictures then I will upload them when I can.

Forum on DragonU.net

I’m going to replace what is there now with a forum that will support all of my sites. Having multiple forums for each domain, wasn’t getting enough hits to justify doing it that way. If a part of the forum is active enough, then I may move it to its own subdomain, but as it is now, none of my sites are getting enough hits as it is. I also want to do some testing on it and I can’t do that with what I have now.

Template or Theme Work for the Blogs

I’m going to use the Rin Theme, but it needs a little work before it is ready to be used. There needs to be a link to the Gallery on the Personal Blog and Different Static Pages sections for the Game Company (Absidon Games) for the Game Engine Development help.

Moving Database Tables

I decided that having a database for each software package wasn’t all that good of an idea, and so I have now have one. All of the installed software packages are on it, which leaves me for a separate database for each of the games for development. There could still be some organization and table placement on some of the other Databases, but that would involve a little bit more work, than I can put in right at this moment. It will be done, but at a lengthy process of obsoleting the tables and then deleting it.

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Sim Personality

It is going to take a lot of fields to make the Sim intelligent and store each generation of the intelligence (for logging and improving the AI). There has to be a section for personalities that are static, that tell what the sim will eventually be like and chances of doing. Things like criminals, if the criminal was captured and how dangerous the criminal is. The fields should be in the same table for all of the traits and personalities. This will simpify things and keep the amount of queries down.

There will also be other traits, like age, gender, strength, health, and others. The traits will determine “mating” between sims, as well as the other parts of the personality. The personality fields and traits will grow over time and when new controls or features are put in and implemented.

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AI: Death, Birth, and Traveling

I was thinking and I thought about it the AI death and birth method. A problem came up that kept bugging me, which is that since there is a max population, the birth would have to wait on the deaths and traveling. The other problem was that the birth and death would be based on the country and there would still need to be max population birthed. I was thinking of doing each of the players countries, but I think it would be better with this other approach.

The choices of the population will be based on fuzzy logic and the birth and death will be based on generic AI. The choices will be based off of Neural Networks AI in the future. The child birth will have to use generic AI since it will inherit the characteristics from the two “parents.” The popularity may also use Generic AI, depending on how well the simple approach works.

Note: I may make note of the number 5 in the sections in reference to the minimum limit of population. This is no way what will be decided when the game is finished. It could be 10, 20, or even 50 per player. Percentages are used in replacement on some cases in reference to the minimum population cap, these should be used instead.

Every Hour

Country Popularity Weight

The popluarity is how well, the overall population takes to each country. It gives each country the ratio for how the sims like the country. A high ratio means that the population is less likely to travel outside and more likely to travel inside of it. It also gives an indication on how many births are going to take place in the country. Each time the popularity is taken, it will be recorded for the player to see, and the daily ratio will be of all of the ratios during that day, which will be used for the birthing and recorded.

Traveling

This is dependent on each country and what they have set up in their options. Even if the traveling is restricted leaving, a percentage will still be able to escape and a smaller percentage will be killed doing so (if the controls is turned up to take that action. If the population is killed, then it would have to wait until the population is born again. The traveling population will be placed together and each one will decide where they want to go (just not back to where they came), based on the popularity and how well each of the sim takes to the country. The country with the highest popularity will get first pick and then each of the other countries will have a go going from the top to the bottom, until the traveling population reaches 0.

If a country has restricted access for criminals or set a limit to how many can enter the country, then the tests will also be done. If the sim is a criminal, then it doesn’t keep 100% of that kind out, a small percentage will be able to get in. The population will enter a country (if it has an extremely high popularity) until the limit (if there is one is taken up.

If a country has reached the minimum population limit, then the country can’t lose any more of its population, meaning no one can travel outside, but can travel inside.

The amount of sims that traveled (successfully or unsuccessfully or killed) will be recorded, so that the player can keep track of that information to judge how well, he is doing.

Deaths

Every Four Hours

Deaths from crime, lack of food, age, or health will be calculated every four hours. Death from wars is another factor, but that won’t be solved at this moment and will most likely be planned at the time it is being implemented.

Age

Each of the sims will be given an age that will determine what actions they will take. If the age is between 0-16, then it won’t take an active role in anything. Ages over 16 will be able to mate. Internally, statistically speaking a 65 year old would be able to mate with a 16 year old, unless that control is enacted that only 18 and above can mate, then those between 12 and 17 will mate or the age would temporary be moved up. This is done so that there is a great chance of birth taking place in a country with a small amount of sims (which has to have at least 60% females and 40% males of adult status of the minimum).

Food

If there isn’t enough food to feed the population (which is hard to come by, unless there is disaster or war or crime) then the younger population will start to die off.

Crime

Deaths from crime are rare, it is more that the criminals themselves are killed, depending on how the government functions and the rules for crime. If a criminal kills another and the government decides to kill that sim, then the country loses two members. It is better to kill off criminals because criminals breed criminals and crime. The criminal has to commit a crime first, and if the penalty is too high, then the chance of that happening is even rarer.

Health

Once a population has reached the cap where health is a governmental concern, then health facilities have to be built to improve how long the population will live. This equals out the countries with the big population and makes it harder for them to keep the population.

Every Day

Births

Births will take two parents and combine their characteristics into one child. It takes two sims in a country, both male and female to create a child that is either male (40%) or female (60%). Which characteristics the child gets is random. It there are more deaths then births then the cap won’t be filled, but the deaths should be decreased until the population cap has been reached. Also, if the gender percentages are off by more than 10% than the gender will be set until the gender percentages are back in place.

Age

Every day, the ages of the population will be moved up. The limits on how long a sim can live depends on the health (when the population gets high enough), food supply, and happiness. The absolute limit will be 200 years of age, but if there are only the minimum population, then the citizens can live longer than that. The old population will then live until the new population reaches the point double of the minimum (where the new population can sustain itself), then the old population will die in their sleep.

Jobs

Jobs or the lack of a job (depending on the population) will be changed, depending on the working age of the sims. The country would be able to set the age when the population can work. Child labor will decrease how long the sim will live. The lack of a job for the citizen should start around the same time the health becomes a factor.

New Resource

Every Month Could be changed to every two weeks.

Every player will get a free resource in their land, and will get a new one for being in the game. It is debatable whether to do it in a cron job, where a player can sign up exactly when the cron job is going to take place, but it is long enough to where it could be set in the game code to trigger based on the last time it occured, and when the player registered. I will implement both and test which one is better, but keep both anyway.

In some way, the resource that the player already has, will grow, to supply more. How this will be implemented will be difficult. It would allow more trade routes or give more to the player to stockpile to sell or trade with other players. The different resources will be needed by all players, depending on their tech tree. The resource required by the company will most likely be given first and then get other resources also needed by the company.

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Plans for this Personal Site

I went over what I can do for this site to make some use of it and get the frequency of the posts up to a normal level. I haven’t been using this blog for a long time and I think I will link the RSS feed to my Game Development Blog and vise versa. The enhances will have to wait until after I finish up the rest of the game engine. I’ve been putting it off for too long and it should have been done by now.

I’m going to add some of the parts of the Spirit Keeper pages to this site, and try to pick up on the writing project for it. As well as another writing project that I have in mind for a Christmas gift next year.

I want to use another theme for this blog, but it needs to be seriously updated. It has some quirks to it that I’m going to work on in time. Right now, since no one visits this site anyway, it doesn’t matter if I use the default one.

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Adding New Photo Gallery

While the old one is good, it is pretty worthless and time consuming to do anything. You have to upload using the upload feature for the thing to work. I would rather have it work by directory, and I found one that does just that. I’m going to modify it so that it allows comments and paginate the images, so that it doesn’t take forever to load a page that has a lot of images. I think I can do those things, but it could take a week or two. I don’t want to use a database to do the pagination, so I’m going to have to use another technique or two before it works.

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Game AI

When I begin to work on the project, I’m going to work on the AI and do a few tests to make the Sims more human like. It will take a while to eventually get the sims to where they are more unpredictable and can’t be guessed by the players. There is always two or more ways to do the same thing, and I hope that the final implementation is something that is quick and does its job well.

Sim Personality

I was thinking of creating a table that has the personalities for each of the population. Which translate to one row for each of the sims, which can cause the game to get really big, really fast depending on the amount of members playing. It would be a good idea to have a limit for each of the population for each character. The personality and weight would most likely grow as the game matures. There has to be options for each of the configurations on what the player can set for their country and job, as well as the trade routes and whatever else is implemented.

AI Technique

I was thinking about using Fuzzy Logic for each of the sims based on the weight and also having limits, so that every player will have at least some sims in their country. The AI will eventually mature to Neural Networks as the AI progresses and the options and sim chooses grow. I would also want to have the sims give birth and die based on how much food and health there is in the country.

Population

The population will determine how much money the player receives and how many sims are working. The sims will have jobs and there will be a list of available jobs depending on the amount of players. So, as the population grows, the more jobs will be needed and the jobs will be filled. The population also determines the rank of the player.

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Word Press 2.0 Live

Word Press 2.0 should be out today, which would mean I can finally replace the old Absidon Games site, with the new one. One note, is that I’m also going to replace the Dragon U site with a forum for all of the game sites and all of my forums. There isn’t any reason to have the site other than that now. The reordering of the pages should give some sanity to the pages and reason for the sites, since I have to have them anyway.


I have a personal blog site, that isn’t going to be having any posts on my game development, since this site is going to cover that. I will need to add a few pages to that site once I finish updating the Dragon U site, like add a list of the sites I’m working on and domains I own. I also have to add my resume, in case anyone doesn’t want to hire me, but in case someone does. I’ll be updating the personal blog to version 2.0 when it comes out.

Dragon U will become the main forum place for all of the forums for all of the games and general support, along with general discussion. The reordering should do wonders for keeping all of the forum.domain.com sites away. Also, the game sites won’t be that popular anyway, and would keep the forum active with at least one game and support. The only thing to decide is what forum to use for the development.

www.dbshadows.com is going to expire soon and it will be another failed attempt to create a web site. It was going to be a Dragonball based game, but I really like my host and don’t want them to drop me for copyright infrigement.

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New Game Engine Page

I created the new game engine page for listing the plans for the game engine versions. The section will have its own section when the template has been transfered over. I still have to do the Word Pressify the old template before I move the site over.

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Version 1.1: To Do

A review of the final code for version 1.0 hasn’t been done yet, so the items here aren’t finalized (well, the ones on here are), and more could be added. Version 1.1 will focus on improving features and the appearance of the underlying code. It will also look to improve the look (by allowing XForms) and feel (by adding JavaScript). The Core Game Engine code should be independent of the game pages to allow for easily upgrading the engine core and not break the game files. Even so, not of the items on the list will make it in the final release of version 1.1. There are only a few features that I’m requiring to be done before version 1.1 can be released, along with fixes from version 1.0.

The timeline for this version is two months, which should be a reasonable amount of time to finalize everything on this list plus do debugging. Unless I become lazy or have to work full time and don’t have any time to devote to the project, it should be done a pretty fast pace. This doesn’t mean that the code base will be worked on as soon as version 1.0 of the game engine is finished. I will still work on a few other games before I start the new version code base.

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