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  1. J

    Suggested Dynamically Generating Characters for Glyph-Heavy Languages (i.e. Korean, Chinese, etc.)

    Currently, a problem with adding languages that are glyph-heavy is that there are too many permutations to cover. See this thread for the issue. Since I'm familiar with Korean the most, I'll explain it in terms of Korean. In Korean, each character has a "formula": one consonant, one vowel, and...
  2. J

    Tweaking DamagingBlocks

    DamagingBlocks *The description below focuses on interactions between the player and the damaging blocks, but please note that the interactions with the damaging blocks may also extend to NPCs (in theory, NPCs and players should have the same interactions with damaging blocks, but no test has...
  3. J

    Suggested New Launcher Design

    Introduction For some reason, the patch of grass on a dirt block always appealed to me in Minecraft. Since the name of the game is Terasology, I figured that this dirt block design should be integrated. Minecraft Dirt Block...
  4. J

    Suggested A New Idea for a Module: Battle Bots

    Introduction Annually, there is a competition hosted by MIT (Massachusetts Institute of Technology) called BattleCode. In this competition, players write an AI to compete against other AI's in a game. With inspiration from this competition, I've decided to propose a module which would hold this...
  5. J

    Suggested A New Idea for a Module: (Modded) Soccer

    Intro/Rational: One thing for sure is that in the future, the multiplayer feature will become a major part of Terasology. The multiplayer should not only be restricted to several players working together (or against each other) in order to survive. In other words, the game of Terasology should...
  6. 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...
  7. J

    Suggested Some Sort of Programming Module for Educational Purposes

    Rational: Terasology is a game, and this is a fact. It was built to be an open-source sandbox, where players can add easily add modules to enhance their experience, whether it be the Cooking module to add a cooking aspect to the game or the Rails module, where players can make use of rails and...
  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. 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...
  11. J

    Tweaking Durability

    Durability Module (https://github.com/Terasology/Durability) Purpose: The purpose of this module is to add a durability factor to Terasology items which can experience wear and tear. To be specific, the durability for a tool reduces upon using it to successfully break a block. For instance, a...
  12. J

    Suggested Employment Module

    Employment Module Purpose: The module will be responsible for adding a jobs aspect in the game of Terasology. Some example jobs would be miners, farmers, fishermen, and more. The players would be able to get jobs in cities or towns and obtain money to use in the towns and cities. The player...
  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. J

    Suggested Machine Learning in Video Games

    What is Machine Learning? Machine learning in simplistic terms is when the artificial intelligence of a Non-Player Character (NPC) learns how to behave correctly after learning from a series of mistakes it makes. In other words, it’s the NPC teaching itself through trial and error. Sources of...
  17. J

    Intro Hello!

    Hello, my name is J Young. I am currently a junior at TJHSST, and I love video games!
  18. J

    Suggested AI Crowd Simulation

    Getting started with AI Crowd Simulation for the virtual citizens or NPCs of settlements generated by the DynamicCities module (https://github.com/Terasology/DynamicCities). AI Crowd Simulation Sources · Decision Making AI in The Sims© (http://itinerantgames.tumblr.com/) o Article Summary...
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