GSOC 2019 - Metal Renegades: World

AndyTechGuy

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This forum post will act as a weekly log for this project, along with matching posts on the blog.

 

AndyTechGuy

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May 18th - May 25th, 2019

  • What have you achieved in the last week?
This week was primarily a preparation week. The github project board was filled with tasks according to the proposal. This post was created, along with a blog to provide extensions on the information provided here.
  • What are you currently working on?
Now that the initial planning is done, a finalization into a realistic order of tasks needs to be completed. As well, the "Metal Renegades" project is being shared by two developers, so this final order must be agreed upon by both parties.
  • What problems are you currently facing?
None right now :)
  • Is anything blocking you from making progress?
The organization between me and Wabadump is the next major hurdle before work can begin.
  • List of PRs and opened/closed Issues
N/A
  • In the weekly meeting
In the meeting, it was discussed how to handle the issue of world generation, and in a broader sense the entire project, being split between two parties. It was eventually settled that both developers will continuously make PRs to the same module, and keep in communications that way. As well, there was a doodle poll made to change the meeting time for next week.
 

AndyTechGuy

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Contributor
Week 1: May 26th - June 5th, 2019 (meeting time changed & meeting skipped)

Blog Post
  • What have you achieved in the last "week"?
I have started work on the AI system. A stand-in gooey model has been imported and programmed with a simple behavior, to follow any player that passes nearby. Work has also started into AI integration with DynamicCities, starting with finding building positions for AI spawning. As well, behaviors that are day-night cycle sensitive have been started.
  • What are you currently working on?
I am continuing work on completing the AI system basics, including spawning within cities, and some basic behavior 'building blocks' to build more complex behaviors later on.
  • What problems are you currently facing?
I had expected it to be simpler to extract the positions of buildings from DynamicCities, but this turns out to be more of a challenge then I thought. This will require a PR against DynamicCities itself in order to work properly.
  • Is anything blocking you from making progress?
Nothing at the moment :thumbsup:
  • List of PRs and opened/closed Issues
https://github.com/Terasology/MetalRenegades/pull/3 "Add base AI characters" [WIP]
  • In the weekly meeting
In the meeting this week, the problem with building positions was discussed. It was concluded that out of the fired events listed here, BuildingEntitySpawnedEvent can either already provide building position, or DynamicCities should be altered to provide position in this event. After this, we discussed about the potential of the AI agents in cities, most prominently the idea of having each agent claim a building as their 'home', where they return to at night. At the end of the meeting, the possibility of replacing the gooey stand-in model with an actual robot model was discussed.
 
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AndyTechGuy

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Contributor
Week 2: June 6th - June 12th, 2019

Blog Post
  • What have you achieved in the last week?
    • AI system work has continued, with the original gooey model & behavior becoming split into four separate behaviors and appearances.
    • An integration with OreGeneration has been added to the dynamic world generator
    • The issue of finding building locations has been solved, with the addition of a LocationComponent to building entities upon generation.
  • What are you currently working on?
    • Development of time-based behaviors is still in progress. A component allowing characters to gather time data has been added, but a proper implementation of this in a behavior logic switch is still in the works.
    • Currently gooey spawning is based on the time cycle. I am working on making each gooey have 'ownership' over an individual building instead.
  • What problems are you currently facing?
    • There are no major problems currently
  • Is anything blocking you from making progress?
    • There are also no major roadblocks at the moment
  • List of PRs and opened/closed Issues
 
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AndyTechGuy

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Contributor
Week 3: June 13th - June 19th, 2019
  • What have you achieved in the last week?
    • Agents can now spawn inside buildings! Every building in the city can provide shelter for 1-5 characters inside, which spawn on building creation.
    • A bug with one of the city buildings was fixed, the mining buildings now spawn properly.
    • A pull request for time-based behaviors has been made, adding the component needed for time tracking.
  • What are you currently working on?
    • Now that characters spawn within a defined building, I'm now working on having these characters interact with the city and with each other.
  • What problems are you currently facing?
    • An oddity was discovered with the 'stray' behavior tree, where each character interferes with every other character. It causes characters to have a very unnatural studdering motion.
  • Is anything blocking you from making progress?
    • The problem mentioned above makes it very difficult to develop behavior further, as the 'stray' behavior is a common building block for more complex behaviors.
  • List of PRs and opened/closed Issues
 
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