My Own Game!

Stuff that doesn't relate to the game itself
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iSuck345
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Wed Feb 13, 2013 12:44 am

Also good luck on your game toxiricron.
"Religion is regarded by the common people as true, by the wise as false, and by rulers as useful."
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toxiciron
Posts: 137
Joined: Tue Dec 27, 2011 7:57 am
Location: Seattle, Washington, USA

Fri Feb 15, 2013 3:38 am

I'll hopefully finally get a damn day off tomorrow. I've just been working like a madman recently to cover for a coworker that just quit. Bleh. I've almost trained a new person though. Now she's off to try the job herself! (I'm so proud! :cry: )

On a more related note: thanks wolfwood, I actually already do have that in the plans. It will all be automated, basically... Also, I think 70% body fat is immediate death.

Does anyone have any ideas for how I might implement morale in-game? I'm thinking perhaps a morale check for certain actions, or maybe overly smoothed camera movement.
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wolfwood296
Posts: 179
Joined: Wed Dec 21, 2011 7:30 pm
Location: texas

Fri Feb 15, 2013 5:02 am

really? I don't really know much about stuff that, I just remember the fat % from a semester of health I took.

for morale look a little at project zomboid, they have it where if your surprised by something (like a group of zombies or a sneaky one) you get reduced accuracy, I also think that later (or its already implanted) they will add fainting when you get scared enough. (I don't know if its a good addition but its certainly realistic). I also think that reduced running stamina would lessen (I guess a really scared person would have a little boost of speed but would run out of breath a lot faster as well) and the last thing would be stumbling, the freighted person wouldn't be worrying about where his feet go, so he wouldn't be able to stop from maybe tripping over a log or root or rock. (I don't know how to add this stuff into programming)
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Mask
Posts: 112
Joined: Sun Sep 16, 2012 4:57 pm

Tue Feb 19, 2013 6:59 am

Morale is a rather complex thing, so you might want to tackle that when you're more comfortable with the basic stuff.

I sympathize with work getting in the way of projects... Glad you managed to train someone to make it easier.

We might need to start a new thread on the XKCD forums, if you want to get math help again. Might've been too long to revive the current one.

As for the player's morale--they should be able to get used to things like monsters, blood, and the like. But at first it could really freak them out. If you wanted things to be very simulator-like, you'd need to consider tachypsychia and tunnel-vision. Things either seem really fast when combat happens (generally shortly before you die, because you were surprised), or everything feels like it takes forever, as though time slowed down.

Stuff like stamina depleting more slowly is also sort of true, I think... but I would need to check up on that to be sure.

If you are interested in simulating this sort of thing, I know a guy who can be of help. Do things in the order which you can manage best, however--that includes not forcing yourself to get bored of a project by working on only one thing, of course.

toxiciron
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Location: Seattle, Washington, USA

Mon Feb 25, 2013 8:54 am

Just jumping back in to say I've finally done some more work on it! Yay! I realized part of the problem of me being hesitant to delve back in was because the flowgraph was a big jumbled mess. I'm rebuilding it from the ground up (just the flowgraph portion) with the hopes that work will be much easier now. Expect some more updates in the near future!
My music page (Toxiciron)(Soundcloud http://soundcloud.com/toxiciron/)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)

Mask
Posts: 112
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Mon Feb 25, 2013 10:08 am

Would be interested to see your polished version of the flow-graph, if it is OK with you. Have a friend who might also be interested--though they aren't of the medical profession.

toxiciron
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Location: Seattle, Washington, USA

Mon Mar 25, 2013 1:11 am

Mask wrote:Would be interested to see your polished version of the flow-graph, if it is OK with you. Have a friend who might also be interested--though they aren't of the medical profession.
Derp. I didn't even know you replied. Anyways my most recent work has been most fulfilling. The flow graph is very clean, but hasn't progressed as much as the environment I am creating has. After a lot of deliberation, I've decided that after I create this "game", I will begin creating a skyrim influenced ninja rpg. No magic, though, still going with my realism kick. Seriously, think, how many open world games take place in Japan that have a western design? I just hope the excitement of the possibility will greatly motivate me to speed this project up.
My music page (Toxiciron)(Soundcloud http://soundcloud.com/toxiciron/)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)

Mask
Posts: 112
Joined: Sun Sep 16, 2012 4:57 pm

Thu May 09, 2013 9:07 am

Sounds like a good idea. Stealth is hard to do in first person, but it does have a lot of potential.


Anyway, please let us look at your flow chart when you feel it is presentable. I might be able to show it to a surgeon I know of who could possibly improve upon it for you.

toxiciron
Posts: 137
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Location: Seattle, Washington, USA

Sun Jun 02, 2013 6:17 pm

It's not dead. Never ever. I will post a screenshot of the flowchart here

Image

EDIT: What the crap? Here is a non cut-off link. http://i42.tinypic.com/6fqvfa.png
My music page (Toxiciron)(Soundcloud http://soundcloud.com/toxiciron/)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)

Mask
Posts: 112
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Wed Jun 05, 2013 2:30 pm

Nice and detailed. Looks like it was hard to make.

toxiciron
Posts: 137
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Location: Seattle, Washington, USA

Thu Jun 06, 2013 12:34 pm

Yeah, it mostly just takes a lot of time for research. A lot of these values and rates are total generalizations, though. This represents only a fraction of my total research, anyways. One issue I've been sleeping on lately is how to deal with time flowing constantly. The game engine only runs as many ticks per second as there are frames per second, which will obviously vary greatly with such a graphically demanding engine. Games like minecraft run at a constant 20 ticks per second. But more on that later. I have to leave for work, and it's motherf*ckin 4:30 right now.
My music page (Toxiciron)(Soundcloud http://soundcloud.com/toxiciron/)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)

Mask
Posts: 112
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Mon Jun 10, 2013 4:41 pm

One check per second ought to still be a fairly reasonable simulation, I assume? I don't expect anything to be thrown off with checks that often, at least.

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Blxz
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Wed Jun 19, 2013 5:19 am

Are you actually working on this or is it more of a 'side-project' where you just pull it out every month or two and maybe write a few lines of code?
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Marcuss2
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Location: Czech Republic

Fri Jul 12, 2013 7:54 pm

If the project will go well you even could sell it fot 5$ or so, yes almost everyone will pirate it, but you know: Piracy is best advisement for good game, but worst advisement for bad game. - Thats why EA puts always-on everywhere.

Im looking forward what you can do! Good luck.
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Blxz
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Sat Jul 13, 2013 4:32 pm

Can you seriously stop with the huge moving signature?
p­ie

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iSuck345
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Location: Why wold you want to know where a 14-year old lives? O.O

Sat Jul 13, 2013 8:26 pm

Why wold he do that?
"Religion is regarded by the common people as true, by the wise as false, and by rulers as useful."
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Blxz
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Sun Jul 14, 2013 3:18 pm

It doesn't really matter anymore. I figured out I can use adblock to get rid of it from displaying on my screen ever.
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Manbearzombie
Posts: 28
Joined: Wed Jul 03, 2013 10:50 pm
Location: South Africa

Sun Jul 14, 2013 11:08 pm

This looks awesome, Toxiciron!

I can't wait to see how this project will turn out.

Exactly what do you intend to simulate relating to physiology? Just the basic homeostatic mechanisms or are you trying to make it as complex as possible (Increased blood loss if major arteries are severed, nerve damage, pathogens etc.) There are so many things you can do with this project it's crazy.

Good luck, man.
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toxiciron
Posts: 137
Joined: Tue Dec 27, 2011 7:57 am
Location: Seattle, Washington, USA

Tue Aug 13, 2013 4:13 am

Sorry to everyone that lost hope and thought this died... THOUGHT...
@Blxz (I forget how to spell) - Yes, it's turning out to look more and more like that. At this time in my life, it is unrealistic to develop this full time. But it hasn't stopped. Nuh-uh.

@ManBearZombie - I intend to simulate as much as humanly (pun intended) possible within a game's scripting language...power...stuff. And as much as won't go over my head. But let me tell you, a LOT of research and scientific modeling of stats and all that already goes over my head. I can still get a ton more detail in a health system than any game out there, but maybe not quite what I envisioned when I thought up the project. Let me list here (almost) every variable and stat I have so far, for use in scripting and programming:

Code: Select all

Max Clotting Factor
Max Systolic [blood] Pressure
Max Diastolic Pressure
Body Calorie Levels
Muscle Efficacy
Brain Coordination
Body Protein Levels
Brain Deterioration
Is Male [kinda funny, but it's a boolean]
Brain Oxygen Reception
Daily Recalc Breathing Rate Average
Daily Recalc Heart Rate Average
Daily Recalc Blood Volume Average
Daily Recalc Total Body Weight
Daily Recalc Average Metabolism
Debug Time Constant
Dynamic Current Breathing Rate
Dynamic Current Heart Rate
Dynamic Current Blood Volume
Dynamic Current Clotting Factor
Dynamic Hemorrhage Rate
Dynamic Blood Oxygen Level
Dynamic Myocardial Infarction Imminence
Dynamic Level of Consciousness
Dynamic Medical Confusion
My music page (Toxiciron)(Soundcloud http://soundcloud.com/toxiciron/)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)

Manbearzombie
Posts: 28
Joined: Wed Jul 03, 2013 10:50 pm
Location: South Africa

Wed Aug 14, 2013 9:16 pm

Wow, that's pretty damn thorough. Well done!

I don't know much about programming and how much one can optimize usage of your computer's resources, but another variable that covers quite a lot of areas is intracranial pressure since it could indicate all kinds of things from head trauma to bacterial/viral infections, thromboli etc or, in some cases, even spinal injuries. It's side-effects could synergize well with a lot of the variables you've already considered especially with stuff like brain deterioration and blood pressure.

Perhaps something like white blood cell count could determine a sort of chance your body has at fighting infections in terms of preventing wounds from getting all nasty not to mention things like septicaemia.

I don't know, maybe I'm getting too excited. :P

Either way, keep it up! I think it's going to be really awesome to see how this project turns out.
The beard is a powerful ally and a terrible foe.

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