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WFG Retired
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Everything posted by thedrunkyak

  1. for(i=0;i++;i>0) drink.beer;p It's more of a play on improperly creating a loop, because of my nickname, putting the "drunk" in thedrunkyak. Also why I have the p at the end. Good catch. I was going for subtle, yet very, very stupid.
  2. My name is Dan. I am an underemployed programmer in Topeka, KS. I am underemployed in that I am a night operator, so I will be lurking around the forums some nights. I am an old-timer when it comes to Games (console, PC, Mac), playing many, many games over countless hours. This game sounds interesting. I have applied for a position, and hope to be able to help in any way I can with it. However the outcome of that turns out, I can't wait for the game to come out and try another independent game. Currently I'm playing: Battlefield 2, N, Masters of Magic (old, old game, but still great), Katamari damacy (In preperation for the sequal), Metroid Prime, and Nethack. Yes, I have time to devote to that many games. I also program some snippets of code in my free time, playing around with opengl, SDL, my experience has been more with database backends and interfaces. I worked on this project for a while: kic.kdhe.state.ks.us/kic/ , I'll let you guess what year I left ;p. If you have any questions, feel free to ask.
  3. I think that if/when 0 A.D. comes out, it will still be relevant if for no other reason than being an RTS engine for Linux/*BSD. I know I enjoy games that come out for multiple platforms (Especially something that helps me stay on the Linux side of my box).
  4. I think I see what you're saying. I'm sorry, before I was on a completely different tangent. I thought you were talking about a certain scenario where you would have to say, move troops from point A to point B with multiple scripted triggers along the way (such as natural disastors or assults from opposing forces), with the map and scripted triggers being randomly placed on the map. Thinking about it, your idea might even work for this, as you would design all the different sections with triggers, and the computer would place the sections in different areas of the map, redesigning a scenario. Of course, I might be living up to my namesake and am completely confused about this right now. Any way you look at it, it would take some work to get this implemented. If you think you could bang something out you should definitely try. Dan - Still working on my signature.
  5. I'll check that AI vs. AI tournaments page out. Looks interesting. Bolo is an old shareware/freeware game (late 80's early 90's), origionally for the Macintosh, it's been ported to the PC lately. Written by Stuart Chesire.
  6. Mmmm...I'll bet it could be done if you cheat a little. Say, create a scenario with say, 10 (just a purely random number) different requirements for success or failure, then have 2 or 3 randomly chosen when you start the game. Then a map may stay the same, but the requirements for success or failure could be completely different, possibly changing strategy or gameplay. Maybe that would be a good idea to add randomness into the scenarios. Or was the origional poster looking for more of a Diablo approach to adding random factors to scenarios?
  7. I recently applied after finding the project. It seems really interesting, you guys have put in a bunch of work and have great results so far. If you want some examples of what work I have done, shoot me an e-mail. I do have a question: Do you plan to implement (or leave the folder open to allow for) user-added AI for computer players, CP? (For more experienced modders to create new strategies for armies). Also, are you going to set it up so you can watch the Computer play against itself (Creating a movie of the game, and watching it instead of interacting)? Right now I'm catching up on all of the different forums. I would recommend checking out Bolo as a simple networked game where resources are limited and replenish themselves (trees grow back), you can demolish ground to create rivers, set traps, etc. It is different in that it's only a 2-d, simple game, whereas 3-d scales the complexity exponentially when all of this is required. Good job, I can't wait for the game to come out. I also hope to be able to help where I can.
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