My Own Game!
Yes, yes, all that is planned. White blood cells and infection, especially. But intracranial pressure was not in my list of planned variables... not because I chose not to, but because I didn't even consider thinking about it! So I will add it in, in honor of your good idea! I do plan to have a system in which any organ, or tissue for that matter, can be infected, so that would certainly include the brain. Blood pressure is going to be simulated in every major artery, so if you get cut across the arm, depending on the depth of the cut, the artery may be severed a certain percentage. Whatever percentage the artery is severed is the same percentage any blood moving through that artery is lost (bled out onto the ground and such). As time moves on, depending on the volume of bloodflow through the artery, the amount it is able to constrict (as arteries do once cut), the amount of protein in the bloodstream, how thick your blood may be from dehydration, etc., the bloodloss will slowly start to clot up. Cuts always begin to clot immediately in real life, so that is also convenient in terms of coding, without there being any delays and whatnot.
A lot of any progress is mostly invisible stuff that is hard to show in terms of a video or screenshots. If anyone else (still including Manbearzombie) has suggestions, keep them coming!
A lot of any progress is mostly invisible stuff that is hard to show in terms of a video or screenshots. If anyone else (still including Manbearzombie) has suggestions, keep them coming!
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)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
Yay 
Blood clotting would be a very interesting process to see. Only suggestion I can think of there is a means of taking blood calcium levels into account since a lot of your clotting factors in both the intrinsic and extrinsic clotting mechanisms won't become activated without the presence of calcium ions.
Blood clotting would be a very interesting process to see. Only suggestion I can think of there is a means of taking blood calcium levels into account since a lot of your clotting factors in both the intrinsic and extrinsic clotting mechanisms won't become activated without the presence of calcium ions.
The beard is a powerful ally and a terrible foe.
Really? Damn... I might have to come back to you for "proof reading" more often. You seem to be more educated on the matter. Tell me, do you have any ideas regarding muscle fatigue, muscle memory, or anything kinda like that? I plan to implement a system of checks before you do an action to determine how fast you can do it and how tiring it is to your character, sometimes even whether or not you can (usually you can) like cutting down a tree to carving a wood bowl.
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)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
I'm studying biomedical sciences so I don't mind trying to offer information where I can. It helps me memorize the stuff for exams 
I'm not 100% certain about muscle memory, but I can explain muscle fatigue.
Muscle fatigue can be caused by insufficient blood supply, ion imbalances and the accumulation of lactic acid.
The latter will most likely be the cause of muscle fatigue in this case.
Now cells normally get their energy by converting glucose to ATP (adenosine triophosphate) by means of glycolysis. This process requires Oxygen and is relatively slow. Muscle activity requires a high amount of energy though so ATP and oxygen reserves are quickly depleted.
Once the oxygen reserves are depleted the cell has to perform a different process called anaerobic glycolysis. A by-product of this process is lactic acid which inevitably causes fatigue.
Ultimately it's just a matter of the glucose in your muscle cells being depleted along with the formation of lactic acid.
This is just the gist of it though, and I stand under correction, but it's actually way more complicated than this. Although I think anything further might become redundant in the current context.
The most important intrinsic factor here is how much glucose the cells have available. Beyond that your primary concern will be the activity itself. For example, cutting down a tree requires much more energy than carving a bowl.
When carving said bowl, the normal process of cellular respiration will be sufficient and shouldn't really cause any muscle fatigue unless there is an interruption in the blood supply or dangerously low oxygen saturation due to a respiratory condition or whatever. It shouldn't worsen existing muscle fatigue either, but if the muscles are already fatigued it will make the activity much more difficult.
When cutting down the tree on the other hand your muscles will quickly deplete their glucose and ATP reserves and thus resort to anaerobic glycolysis, leading to lactic acid build-up.
An activity such as sprinting which uses a heck of a lot of energy in a very short time would be even worse.
Of course your body can adapt by storing more creatine phosphate, ATP, ADP, glucose etc in the cells if you frequently perform certain activities. I found a like that might help in this regard. It's actually a bunch of workout routines with some brief explanations for the different systems your muscles use to generate energy, but maybe it will give you some ideas:
http://www.bodybuilding.com/fun/a_totw21.htm
I'm not 100% certain about muscle memory, but I can explain muscle fatigue.
Muscle fatigue can be caused by insufficient blood supply, ion imbalances and the accumulation of lactic acid.
The latter will most likely be the cause of muscle fatigue in this case.
Now cells normally get their energy by converting glucose to ATP (adenosine triophosphate) by means of glycolysis. This process requires Oxygen and is relatively slow. Muscle activity requires a high amount of energy though so ATP and oxygen reserves are quickly depleted.
Once the oxygen reserves are depleted the cell has to perform a different process called anaerobic glycolysis. A by-product of this process is lactic acid which inevitably causes fatigue.
Ultimately it's just a matter of the glucose in your muscle cells being depleted along with the formation of lactic acid.
This is just the gist of it though, and I stand under correction, but it's actually way more complicated than this. Although I think anything further might become redundant in the current context.
The most important intrinsic factor here is how much glucose the cells have available. Beyond that your primary concern will be the activity itself. For example, cutting down a tree requires much more energy than carving a bowl.
When carving said bowl, the normal process of cellular respiration will be sufficient and shouldn't really cause any muscle fatigue unless there is an interruption in the blood supply or dangerously low oxygen saturation due to a respiratory condition or whatever. It shouldn't worsen existing muscle fatigue either, but if the muscles are already fatigued it will make the activity much more difficult.
When cutting down the tree on the other hand your muscles will quickly deplete their glucose and ATP reserves and thus resort to anaerobic glycolysis, leading to lactic acid build-up.
An activity such as sprinting which uses a heck of a lot of energy in a very short time would be even worse.
Of course your body can adapt by storing more creatine phosphate, ATP, ADP, glucose etc in the cells if you frequently perform certain activities. I found a like that might help in this regard. It's actually a bunch of workout routines with some brief explanations for the different systems your muscles use to generate energy, but maybe it will give you some ideas:
http://www.bodybuilding.com/fun/a_totw21.htm
The beard is a powerful ally and a terrible foe.
I read somewhere once that our bodies make a ridiculously high weight of ATP per day. I can't remember the number but I remember being shocked at the weight of it. But then again, I find these odd little facts interesting.
pie
If you weight around 70kg, your body consumes around 60-70 kg per day, it depends on activity too obviously.Blxz wrote:I read somewhere once that our bodies make a ridiculously high weight of ATP per day. I can't remember the number but I remember being shocked at the weight of it.
But you actually have only around 0,1 mole of ATP+ADP in your body. That's around 50g of ATP+ADP.
You hydrolize each molecule of ATP into ADP around 1000 times a day.
Then you consume energy to phosphorilize ADP into ATP again.
(ADP can get further hydrolized to provide more energy but that's beside the point there)
How about this for a little odd fact: On the market, you can buy 1g of artificial ATP for 20eur.Blxz wrote:But then again, I find these odd little facts interesting.
So we consume daily about 1'300'000 eur (about 1.7m usd).
You should always proofread carefully to make sure you didn't any words out.
Need help? pm me or any other mod.
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
I have no fun facts for you guys, but here's the most epic way you could possible explain ATP synthase:
http://www.itsokaytobesmart.com/post/26 ... ttle-bacon
http://www.itsokaytobesmart.com/post/26 ... ttle-bacon
The beard is a powerful ally and a terrible foe.
I guess you mean forum, that s there scares me, the other place is nothing like hereBlxz wrote:Ahh the kenshi forums are the best. I love the personalities we have hanging around. Thanks for the facts you two.
It s Hbrown!! Gotta get some pies!
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
I hate to be THAT guy and go on topic, but I read up a bit on muscle memory.
@Toxicron, muscle memory is literally memory stored in your brain, but fortunately it's not as basic as just adding an "XP" type effect for specific tasks.
Turns out if you repetitively make mistakes you can also become good at making said mistakes so maybe you could make it in such a way that if you do certain tasks repetitively when your brain, muscles etc is in a bad condition you could actually become worse at the task at hand and vice versa.
Also it isn't permanent memory so if you get really good at one task and then stop doing it for a very long time you'd actually lose that skill. It's like when you play an instrument and you stop practicing for a few weeks and then suddenly stuff that was easy is suddenly difficult again. Of course you often learn
So you could add modifiers to learning a skill based on repetition, condition at the time and the amount of time since the skill was last applied. If you want to get fancy I guess you could add some variables that add a sort of "luck" factor which can go either way in terms of flukes and mistakes. Could make for an interesting dynamic. How you'd apply this to code is waaaaay beyond my knowledge though.
Found a nice article on the topic if you want to read further:
http://lifehacker.com/5799234/how-muscl ... ur-success
@hbrown and Blxz. I totally agree about the off-topic forum. I'm not as active on here as I'd like to be, but I'm not active at all on the other forums. (although I totally lurk like a boss)
@Toxicron, muscle memory is literally memory stored in your brain, but fortunately it's not as basic as just adding an "XP" type effect for specific tasks.
Turns out if you repetitively make mistakes you can also become good at making said mistakes so maybe you could make it in such a way that if you do certain tasks repetitively when your brain, muscles etc is in a bad condition you could actually become worse at the task at hand and vice versa.
Also it isn't permanent memory so if you get really good at one task and then stop doing it for a very long time you'd actually lose that skill. It's like when you play an instrument and you stop practicing for a few weeks and then suddenly stuff that was easy is suddenly difficult again. Of course you often learn
So you could add modifiers to learning a skill based on repetition, condition at the time and the amount of time since the skill was last applied. If you want to get fancy I guess you could add some variables that add a sort of "luck" factor which can go either way in terms of flukes and mistakes. Could make for an interesting dynamic. How you'd apply this to code is waaaaay beyond my knowledge though.
Found a nice article on the topic if you want to read further:
http://lifehacker.com/5799234/how-muscl ... ur-success
@hbrown and Blxz. I totally agree about the off-topic forum. I'm not as active on here as I'd like to be, but I'm not active at all on the other forums. (although I totally lurk like a boss)
The beard is a powerful ally and a terrible foe.
Haven't replied for a relatively long-ish amount of time here... but I did lurk a bit and read everything up to this point a few days ago.
Thank you Meanbearzombie, your suggestions and research are actually very useful! I've been thinking of doing "methods" for how you complete certain actions before you start doing them, say, 2 options.
1 - Slowly, thoroughly, perfectly, focusing on technique and development
2 - Quickly, brutishly... but also normally -- requiring little energy and/or being more efficient
(I originally added a middle option, but took it out because that option would've driven me crazy [as a completionist] and option 2 is close enough to how most people would normally attempt to do a chore if they weren't trying specifically to do it right)
Say, chopping down a tree, you may actually learn techniques (and I won't code all this literally except as a proficiency level) by choosing option 1 that will not only increase your chances of success for the current action greatly, but raise your proficiency dramatically more than option 2. Using option 2 has a greater chance of failing, but if you are already skilled at it, you don't really have a big chance to fail anyways. If you are already really good at technique, then your only way to grow at that point is to be able to apply your techniques more quickly and maintain quality.
BTW, I am literally thinking up this system as I write. Subject to change and suggestions!
So I guess the best way to organize skills is to have "Technique" and "Efficiency" for each skill.
Having a higher technique allows higher quality goods crafting or less energy spent on labor. You aren't any faster, possibly even slower, but you may be a master of the skill.
Efficiency cannot be any less than a certain percentage or any more than a certain percentage of Technique. This is to mean that it may automatically "level up" if your Technique goes way past it, or your Efficiency can only be so fast if your Technique sucks. I'll also have to implement a system where changing technique automatically reduces efficiency, whether Technique rises from practice in perfection, or whether it falls from rusting of your skill. Another thought, Technique shouldn't be too hard to build back up again if you drop a skill for a long time but come back to it. I've heard stories of musicians not using an instrument for long periods of time, but once they get back to it, they learn again at an alarming rate. Yes, they'll be rusty at first, but the brain will remember. And maybe get all nostalgic or something... lol
That's a complex system... I'm too tired to delve into this too much more for right now, actually.
Thank you Meanbearzombie, your suggestions and research are actually very useful! I've been thinking of doing "methods" for how you complete certain actions before you start doing them, say, 2 options.
1 - Slowly, thoroughly, perfectly, focusing on technique and development
2 - Quickly, brutishly... but also normally -- requiring little energy and/or being more efficient
(I originally added a middle option, but took it out because that option would've driven me crazy [as a completionist] and option 2 is close enough to how most people would normally attempt to do a chore if they weren't trying specifically to do it right)
Say, chopping down a tree, you may actually learn techniques (and I won't code all this literally except as a proficiency level) by choosing option 1 that will not only increase your chances of success for the current action greatly, but raise your proficiency dramatically more than option 2. Using option 2 has a greater chance of failing, but if you are already skilled at it, you don't really have a big chance to fail anyways. If you are already really good at technique, then your only way to grow at that point is to be able to apply your techniques more quickly and maintain quality.
BTW, I am literally thinking up this system as I write. Subject to change and suggestions!
So I guess the best way to organize skills is to have "Technique" and "Efficiency" for each skill.
Having a higher technique allows higher quality goods crafting or less energy spent on labor. You aren't any faster, possibly even slower, but you may be a master of the skill.
Efficiency cannot be any less than a certain percentage or any more than a certain percentage of Technique. This is to mean that it may automatically "level up" if your Technique goes way past it, or your Efficiency can only be so fast if your Technique sucks. I'll also have to implement a system where changing technique automatically reduces efficiency, whether Technique rises from practice in perfection, or whether it falls from rusting of your skill. Another thought, Technique shouldn't be too hard to build back up again if you drop a skill for a long time but come back to it. I've heard stories of musicians not using an instrument for long periods of time, but once they get back to it, they learn again at an alarming rate. Yes, they'll be rusty at first, but the brain will remember. And maybe get all nostalgic or something... lol
That's a complex system... I'm too tired to delve into this too much more for right now, actually.
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)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
Any time ^^
I like that idea a lot since it prevents things from getting too complicated, but at the same time it remains true to realism.
Don't hesitate to ask if there's anything else. I really can't wait to see how this project grows.
I like that idea a lot since it prevents things from getting too complicated, but at the same time it remains true to realism.
Don't hesitate to ask if there's anything else. I really can't wait to see how this project grows.
The beard is a powerful ally and a terrible foe.
Yeah, the one thing I'm worried about is me making a system that is so ridiculously complex that everybody will get pissed because their seemingly healthy character dies of a vitamin xyz deficiency or something. To which I need to build a HUD that can somehow show all the levels of stuff you need. Not to mention display any symptoms, which is not completely necessary if you have a HUD showing you all your levels, but it would be necessary in a more "hardcore" mode where you can't see any levels. And on top of that... they know what they get when they play. If they get angry, it's because something went wrong that proper skill or planning could have prevented. I am in a Dark Souls kick (#2, woot woot!), so I'm into the whole "difficulty is rewarding" idea.
I'm thinking that the HUD should consist of some sort of menu that shows every bodily level with bars at either percentiles or measurements (Which do you think? Customizable? Tied to difficulty?), that fade orange as they get to low/high but average levels, and begin pulsing when they need some level of attention. Perhaps they fade red when levels need more immediate attention, and flash quickly between red and yellow when they are potentially fatal? Perhaps very healthy levels could fade out partially, so the player knows that they need to pay them less attention. I don't exactly know where to get started designing a HUD, as it is a very new area to me. I've seen plenty of great HUD's, but it's very hard to think of one and come up with it yourself. At least it is for me. I've been playing around in photoshop trying to get an idea of what it would look like, but it looks so ridiculously basic, it's almost funny. How would you guys imagine the HUD should be? Metallic? Modern? Minimalistic? Wooden? So many variables... how does one represent a sense of survivalism using only the HUD? I don't want lots of "things" and bits covering your face while you are trying to get immersed in the world and connected to your avatar, so you can count "in-your-face" and flashy styles out.
I got this whole rant from you saying you like that it isn't complicated but is still realistic. No wonder I take so long to build the courage to delve back in when I think about things like this... but AAAAAAAAAAnyways. Yes. My goal when thinking up that little system was to keep it simple so as to make it easy on both ME and PLAYERS. But that won't stop me from designing it right up to the level of detail and realism I want. Whatever jives with the game.
I'm thinking that the HUD should consist of some sort of menu that shows every bodily level with bars at either percentiles or measurements (Which do you think? Customizable? Tied to difficulty?), that fade orange as they get to low/high but average levels, and begin pulsing when they need some level of attention. Perhaps they fade red when levels need more immediate attention, and flash quickly between red and yellow when they are potentially fatal? Perhaps very healthy levels could fade out partially, so the player knows that they need to pay them less attention. I don't exactly know where to get started designing a HUD, as it is a very new area to me. I've seen plenty of great HUD's, but it's very hard to think of one and come up with it yourself. At least it is for me. I've been playing around in photoshop trying to get an idea of what it would look like, but it looks so ridiculously basic, it's almost funny. How would you guys imagine the HUD should be? Metallic? Modern? Minimalistic? Wooden? So many variables... how does one represent a sense of survivalism using only the HUD? I don't want lots of "things" and bits covering your face while you are trying to get immersed in the world and connected to your avatar, so you can count "in-your-face" and flashy styles out.
I got this whole rant from you saying you like that it isn't complicated but is still realistic. No wonder I take so long to build the courage to delve back in when I think about things like this... but AAAAAAAAAAnyways. Yes. My goal when thinking up that little system was to keep it simple so as to make it easy on both ME and PLAYERS. But that won't stop me from designing it right up to the level of detail and realism I want. Whatever jives with the game.
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)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
Yeah man, build the project you want to build. I mean, look at Dwarf Fortress. I'd say their project is doing pretty well, all things considered, and they don't give two shits about peasant concerns such as "difficulty" and "learning curve."
I'm not really much of an artist so I have no idea how you'd make a HUD for this kind of game. Maybe your status can be displayed via drop down menus instead of bombarding the screens with a load of bars or whatever.
As far as actual design goes, I'm really not sure, but I think this might be one of those cases where less is more.
I'm not really much of an artist so I have no idea how you'd make a HUD for this kind of game. Maybe your status can be displayed via drop down menus instead of bombarding the screens with a load of bars or whatever.
As far as actual design goes, I'm really not sure, but I think this might be one of those cases where less is more.
The beard is a powerful ally and a terrible foe.
Just a small update, I've been at work (holy cow, some level of regularity from me) on a HUD. It is extremely minimalistic and intended to be as non-ubtrusive as possible while still maintaining some level of feedback. In the BOTTOM middle, you have your compass. It looks a lot like Skyrim's, but with no frills and artsy stuff on it. Not my area of expertise... I found it quite unique to be on the bottom, as I don't think any other game does this. It also has a color scheme and a simple system of "leveling up" your navigation skill, or whatever I'd wanna call it or make it. It's as simple as moving a layer mask around. Very easy. It was surprisingly hard to make for how simple it is.
And in the bottom right corner I have a little outline of a person, one labelled front and the other back. Both have "right" next to them so it isn't confusing. These, once they are finished, will be imported into Vectorian Giotto and turned into a HUD for Cryengine. Whew. But this is only one aspect. I still have to make it display both inventory and a detailed list of stat levels. I have something in mind but I don't know how easy it will be to make. Don't get me wrong, I will f***ing make it. Unless it's completely impossible...
Here, have a pic!
http://i41.tinypic.com/wlorxx.png
You may be able to tell that I don't like to do work on this without seeing it from every angle. I've even checked the color scheme for the compass to be color-blind usable. Colors will still look kinda similar -- some of them -- but mostly differentiable.
EDIT: No thumbnail options in Tinypic? Lame. Now it's just a link to the image, in that case.
And in the bottom right corner I have a little outline of a person, one labelled front and the other back. Both have "right" next to them so it isn't confusing. These, once they are finished, will be imported into Vectorian Giotto and turned into a HUD for Cryengine. Whew. But this is only one aspect. I still have to make it display both inventory and a detailed list of stat levels. I have something in mind but I don't know how easy it will be to make. Don't get me wrong, I will f***ing make it. Unless it's completely impossible...
Here, have a pic!
http://i41.tinypic.com/wlorxx.png
You may be able to tell that I don't like to do work on this without seeing it from every angle. I've even checked the color scheme for the compass to be color-blind usable. Colors will still look kinda similar -- some of them -- but mostly differentiable.
EDIT: No thumbnail options in Tinypic? Lame. Now it's just a link to the image, in that case.
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)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)
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Manbearzombie
- Posts: 28
- Joined: Wed Jul 03, 2013 10:50 pm
- Location: South Africa
Looking good, bro. That was pretty quick. Good form.
The beard is a powerful ally and a terrible foe.
Well... have to admit, recently I've gotten back into my music making, this time all about real instruments (guitar and vocals) and not electronics. And I just made the mistake of learning about League of Legends. AND a friend and I have agreed to start making a game together, a different game. It's a horror game much like Amnesia, but in a sci-fi setting. We have some really good ideas, but originally it was going to take place in a hospital in modern day. lol!
Oh, btw, if anyone wants to add me on LoL, my username is Toxiciron. Just tell me in this thread or I won't know who the crap you are and probably reject you...
Oh, btw, if anyone wants to add me on LoL, my username is Toxiciron. Just tell me in this thread or I won't know who the crap you are and probably reject you...
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)
My game page (Intactilis Regnum)(Crydev http://www.crydev.net/project_db.php?ac ... ct_id=3633)
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