UI implementation

An exciting topic, I know.

But seriously, I decided on using a radial menu for Small Gods as they’re relatively compact compared to other UI designs. This compactness means that I can use them as world-space menus without having to worry about them taking up too much of the player’s vision while still providing an easy-to-read display to the player. (Also, I just really like radial menus. They look cool and they kind of fit into God Games where they wouldn’t fit into other kinds of games as easily).

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Do AI dream of electric sheep?

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No. They dream of fire and hate and irritating the hell out of me.

 

I suppose I should back up a bit. For the longest time, the AI of the player’s worshippers would only bounce back them and forth between their house and the nearest source of food depending on how hungry they were. I tried to expand the behaviours by including a stat called ‘energy level’ that would decrease over time and would trigger the return home behaviour if it dropped below a certain threshold. i also included a wandering behaviour that would trigger whenever other, more important behaviours weren’t active. Apparently this was a mistake as it completely blew the minds of the AI worshippers to the point where they’d either jam up forever or completely freak out depending on what minor changes to the code I had last made.

It took two days and a completely revamped AI system to fix this issue, but now the AI will wander around until they get hungry or tired and then walk to the nearest food source or their house, respectively. When they’re full and well rested they’ll begin to wander around again and the cycle starts over. I also included a repeating check to see if the AI has a house. If they have a house the AI does nothing, but if they don’t have a house they’ll try to get one from the game manager. If the AI still can’t find a house they’ll then start to wander around the map (unless they get hungry in which case they’ll go to the nearest source of food and then start to wander around).

As you can guess from the above paragraph, the behaviours themselves are pretty simple but we’re already starting to see them come together in fairly complex ways. Embedded below is a video of the current state of the game. It should be Fun to further improve on the AI.

Check out the AI in action here:

 

VR Makes Everything Better

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Okay, maybe not everything, but it is pretty cool being able to look around what will be the gameworld in the prototype simply by turning your head (even if I’ve not had a chance to really sort everything out yet). It took me about 4 days to get the Oculus DK 2 to finally work on my PC thanks to a missing VGI to HDMI adaptor, and when I finally received an adaptor it somehow ruined my PC’s wifi connection (via curse, I assume).

That said I’ve managed to do a decent amount of work on Small Gods. Player’s can click and drag the mouse in order to adjust their view, there’s a (currently broken) AI who finds a home, moves to that home, moves to a food source when hungry, and then returns to their home when full, and as I’ve mentioned above it all works with the Oculus DK 2.

My plans for the next week or two will be to: Fix the AI so that they actually do things, add an in-game object that hangs above the terrain and represents the mouse cursor so that players can see where the mouse is (the Rift doesn’t show the mouse cursor), and I’ll be trying to adjust the rate of motion of the DK 2 as one-to-one replication of motion is too little to matter on the scale that Small Gods takes place on. Ideally, players will be able to lean down in real life in order to zoom in and follow their worshippers as they wander about the map and carry out their tasks.

Small Gods – One Sheeter

So….. This is pretty much the start of my indie game development career, huh? Well, I suppose that I should get to work….

 

Title: Small Gods

Intended systems: PC (Oculus Rift, and HTC Vive), and PS4 (via PS VR)

Target age range: 16-30

Intended ESRB rating: Teen

Gameplay summary:

In Small Gods players take on the role of god charged with growing the inhabitants of a village into a world-spanning civilization. Place buildings, raise mountains, carve rivers, and cast powerful spells using VR controllers to combat deadly threats from the environment and rival gods.

Modes of gameplay:

A sandbox world map set on isolated islands/archipelagos. Players must tell their worshippers to construct buildings and harvest materials in order to grow their civilization from a small town to a sprawling metropolis. Players must also defend their worshippers from deadly mythical/fair-tale creatures, environmental hazards such as volcanos, tsunamis and floods, and from hostile gods and their worshippers.

Unique Selling points:

  • Built entirely for VR.
    • Allows players to lean in and watch their citizens go about their lives.
    • Gives a truly ‘gods-eye view’ of the world.
  • Players can manipulate the environment in an almost tactile way using Razer Hydra/HTC Vive/PS Move/Oculus Rift controllers.
  • Players can smite or help NPCs with a flick of their wrists.

Competitive products:

  • Sky World
  • Black and White (one and two)
  • Godus
  • From Dust

Kinds of play (ranked)

  • Challenge
  • Sensation
  • Fantasy