Massive updates for DoN in the past month, here are some highlights:
1) DoN’s Voxel/3D AI Navigation for Unreal (as free plugin soon!)
Huge optimization work for DoN’s custom AI navigation system! It now supports semi-large maps with high voxel accuracy, fast map load times and blazing fast path finding with dynamic obstacle support! I need to create a plugin for this system by separating my own game’s classes from it so it can be used by anyone.
I plan to release this plugin for free soon!
2) Species Deisgner!
- Worked on designing a scalable architecture capable of rapidly onboarding new species of plants/animals/etc. I had to throw away and rewrite vast amounts of existing code as usual
- This allows players to design new species for the game, eventually controlling morphology (the most difficult part), behavioral traits (almost there) and lifecycle events.
- Species Designer UI hasn’t been developed yet - this is a crazy amount of work. Architecture level support is there though.
An ASCII diagram:
**3) Writing AI for a creature you don’t know at compile-time **
The creators of Spore wrote an interesting paper entitled How to animate a character you’ve never seen before. I haven’t decided if I want to tackle that problem yet, but I do face a similar quandary myself - How do you write AI for a character designed by the player after the game is released?
To solve this I came up with a “Species planner” system. Each species (plant or animal) has a “Roles Plan”, “Lifecycle Plan” and “Locomotion Plan”. “Actionable roles” operate in a dual subject v/s doer modality. Players will assign appropriate roles to each species and enjoy full control through exposed metadata. A role itself is implemented fully in code.
Some examples: [TABLE=“class: grid, width: 500”]
Role Type
Role
Subject
Doer
Constraint
Consumption
Browsing
Browser (caterpillar)
Browsable (leaves)
Monarch Caterpillar consumes ONLY Milkweed leaves)
Consumption
LiquifyingPrey
Liquifier (spiders)
Liquifiable (a prey insect)
Taxonomical, Food chain match
Self-Defence
Stinging
Stinger (eg: bee)
Stingable (eg: spiders)
Venom tolerance of Stingable v/s Venom of Stinger
Special Roles
SilkTentConstruction
SilkTentBuilder (eg: Jumping Spider)
SilkTentSurface (eg: any leaf, grass or wood)
Fauna has silk glands (**SilkSpinner **role)
There’s more to it obviously, but this post is already getting long so just let me know if there’s interest and I’ll do a video on it when the system is ready for show time.
4) Camouflage System
A basic camouflage system is now ready! Both players and AI are governed by “Visual Trails” which react to the kind of surface a creature is sitting on, the speed at which it moves, etc. Bonus points for creatures with naturally disruptive patterns or pre-camouflaged morphological features (eg: Lichen Huntsman Spiders, Spiny Leaf Insects/etc).
Can you spot the butterflies in this pic? Jumping Spiders have superb vision though, so they sure can
**5) IKinema IK for foot, biting, etc **
I purchased IKinema recently and have started using it for Foot IK, biting etc. I’m going to do a complete video on it when I get some spare time (lol :)) but here’s a screenshot for now. This was setup very quickly using their Foot Placement node.
You’ll also notice DoN’s custom Spider-Walk solution here. It works past 90 degrees, handles gimbal lock and every other complication that others who’ve gone down the same road will immediately recognize.
IK UPDATE:- For the sake of completeness, Drunk On Nectar switched to using FABRIK IK before releasing on Steam, for more details see this post.
**6) DoN’s Procedural Generation **
Just a reminder that every single thing you see in these images has been procedurally generated at run-time from a totally empty map! Every single leaf, stem, flower and blade of grass is procedurally grown (trees aren’t fully procedural yet, but they are fully dynamic and affected by seasons). I’m not sure if I’ve emphasized this point strongly enough before.
Here’s anther image below of a proceduraly generated floral paradise on a rainy night!
7) Alpha/Demo download
tl;dr - there’s a jaw dropping amount of work to be done but I’m getting there.
The good news is the the floral simulation (seasonal changes, seed dispersal, germination, pollination, etc) is in a very strong place already.
–
I’m absolutely convinced that a proper nature game is the only unexploited genre in gaming - it’s the only source that hasn’t been fully (or even partially) tapped - not as a game where animals are anthropomorphized as part of some larger human story but as a game where Nature is the storyteller and every single creature be it insect, reptile, bird or mammal is the protagonist and their lives are the stories being told.
I will not rest until I make this game come alive!