Search results for query: Formal Description

  1. Cervator

    Summer of Code Destination Sol Community Project

    While we didn't have the slot count to fit @manas96's GSOC 2018 proposal for applying Gestalt's entity system library to Destination Sol over this summer we've seemingly got enough community activity to maybe do it as a more casual community project. I'd like to find out who might be interested...
  2. pamtdoh

    Suggested Formal Description of a Flying Squirrel NPC

    A general description The flying squirrel npc would purpose as a neutral npc, they have no main purpose in the game. The squirrel would resemble something like a bat but only cuter and less hostile :D. Default behavior Climbing Most of the time, the squirrel will spend its time on trees...
  3. Adrijaned

    Suggested Formal description of "Centaur" NPC

    First off, there should be several types of centaurs, and their behavior should be based on their type. The types I'm thinking of are peaceful/vegetarian, not carrying any weapons and not intentionally harming any player nor NPC, then wild hunters, carrying some sort of ranged weapons, and maybe...
  4. S

    Suggested Formal Description of "Annoying Little Brother" NPC

    Natural Behaviour: On Land: Annoying Little Brother randomly spawns, and freely roams around. It keeps breaking random blocks and turns grass into dirt. Makes everything messy. On Water: An annoying little brother barely knows how to swim. He will probably vigorously swim causing him to lose...
  5. TheGhostInTheMachine

    Suggested Formal description of the platypus AI

    Natural Behavior Swimming - The platypus is a semi-aquatic creature. It spends most of it's time in the water, head swiveling from side to side. They move their heads move like this because they have electrical receptors in their bills that they use the detect prey; almost like a radar scanner...
  6. C

    Suggested Formal Description of Narwhal Behaviour (GCI Task)

    Natural Behaviour Swimming - Most of the time should be spent swimming, with the horn pointing almost straight forward, but bobbing up and down slightly Diving - Every once in a while, the narwhal should point at a quite steep angle and go straight down on that trajectory, then stay going...
  7. J

    Suggested Formal Description of the Behavior/AI of Chickens

    With eggs introduced in Terasology via the Cooking module (https://github.com/Terasology/Cooking/blob/master/assets/prefabs/food/raw/Egg.prefab), it would be appropriate to get eggs from chickens instead of a terminal. Although chickens can be created via the WildAnimals module (still in...
  8. J

    Suggested Ideas Behind Implementing Animals with AI in Terasology Part 1

    In many of my posts, I've written about potential behaviors/AI's to be exhibited by various animals. For instance, I explained the AI of a friendly deer (http://forum.terasology.org/threads/formal-description-of-the-behavior-ai-of-friendly-deer.1700/). For those who are interested in actually...
  9. J

    Suggested Formal Description of the Behavior/AI of Sharks

    Note: The Behavior/AI described in this entry is describing a more realistic shark. If the Terasology community wants to create a shark which is just plain aggressive against the player no matter what, then the default behavior should be set to attack humans on sight, and keeping attacking the...
  10. M

    Suggested Formal Description of Crow AI

    This article contains a formal description of what could be the AI for Crows in the game. This description could also be extended (with a few changes) to other birds displaying similar behavior. The behavior of the crow (and of most other creatures) consists of a default "idle" behavior which...
  11. J

    Suggested Formal Description of a Shy Monster Living in the Dark

    Animations: An important thing to note is that this article cannot describe animations. For instance, a two legged monster would eat sitting down or standing up, with the food being delivered to its mouth using the hands, while a four legged monster would eat standing up with its mouth going...
  12. E

    Suggested Formal Description of the Behavior/AI of Fearful Rabbits

    Sources: http://www.animalbehavior.net/LIBRARY/Rabbit/EFRR/Rabbit_Fearfulness.htm http://www.rabbitwise.org/behavior.html http://language.rabbitspeak.com/alas-woe-is-me/ http://rabbit.org/suggested-vegetables-and-fruits-for-a-rabbit-diet/...
  13. J

    Suggested Formal Description of the Behavior/AI of Bandits

    Formal Description of the Behavior/AI of Bandits Before describing the behavior or AI of bandits, we first must define what a bandit is. I will use the following definition: “A bandit is an NPC (can be male or female), who’s main action is to steal items from other NPC humans or the player...
  14. J

    Suggested Formal Description of the Behavior/AI Of Aggressive Badgers or Boars

    Formal Description of the Behavior/AI of Aggressive Badgers or Boars A key word that needs to be noted is 'Aggressive', meaning that the following will describe behavioral patterns which will be exaggerated to be aggressive. The Aggressive Behaviors of Boars...
  15. J

    Suggested Formal Description of the Behavior/AI of Friendly Deer

    Formal Description of the Behavior/AI of Friendly Deer First, and foremost, since we are considering a friendly deer, we will rule out the idea that the deer can be aggressive and start attacking the player. To bring a sense of realism of the actual behavior of a deer, I will be using the...
  16. V

    Entity Systems as a General Approach to (Simulation) Games?

    Hello again Immortius and Cervator (+ Who else reads this), Thanks a lot for all your invaluable input on the topic and sorry for the late reply but I had some busy days and didn't found time earlier. Yea I did quite some research because I got pretty excited about Entity Systems and not only...
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