Post by finchwing on Jul 18, 2023 14:11:49 GMT -5
Hello! I'm an indie game dev currently working on creating a colony management style Warrior Cats game. I was on a warrior cats game dev team allllll the way back in 2017 (or something like that).
Recently, I've decided to go back to my roots and start working on a warriors game as a bit of a side project. This game is intended to be a pretty traditional colony management game, taking its largest inspiration from Rimworld, with lesser inspirations from The Sims and Dwarf Fortress, all games that have eaten up way too many hours of my life. I also intend on including RTS elements and a turn-based combat system.
You create a custom cat, choose your territory, and slowly build up your clan and camp. All the while, you are surrounded by other groups of cats, who you must either ally with or defeat. Beware, for the crisis always looms on the horizon...
I know this sounds ambitious, but I've already made a good deal of progress! I chose this project especially because I wanted to improve my skills in AI programming. So far, I've worked on two main pieces of the game: The basic utility AI, and the combat system. The combat system has received the most attention by far, and is in a state that I would call functional, including a customizable opponent AI. The utility AI is presently rather simple, consisting only of an algorithm used to fulfill needs, as well as the ability to override said algorithm to tell the cats to do what you want. In the end, I intend to have a full GOAP-based AI system in place for cats.
The next step for me is creating a complete design document. After that, I'll probably start on some of the GOAP coding, the introduction, and the character creator, but we'll see how things work out.
I know that this game is still in the incredibly early stages, and in all truth it's way too soon to be going public with this, but in my defense, I got very excited.
That was a lot of words, so let's show some actual footage! Before we get there, a disclaimer: All graphics and UI are placeholders. Some images have been taken off Google Images. These images belong to the original creators and are being used only for testing purposes. They will be removed before the game is released in any state.
You create a custom cat, choose your territory, and slowly build up your clan and camp. All the while, you are surrounded by other groups of cats, who you must either ally with or defeat. Beware, for the crisis always looms on the horizon...
I know this sounds ambitious, but I've already made a good deal of progress! I chose this project especially because I wanted to improve my skills in AI programming. So far, I've worked on two main pieces of the game: The basic utility AI, and the combat system. The combat system has received the most attention by far, and is in a state that I would call functional, including a customizable opponent AI. The utility AI is presently rather simple, consisting only of an algorithm used to fulfill needs, as well as the ability to override said algorithm to tell the cats to do what you want. In the end, I intend to have a full GOAP-based AI system in place for cats.
The next step for me is creating a complete design document. After that, I'll probably start on some of the GOAP coding, the introduction, and the character creator, but we'll see how things work out.
I know that this game is still in the incredibly early stages, and in all truth it's way too soon to be going public with this, but in my defense, I got very excited.
That was a lot of words, so let's show some actual footage! Before we get there, a disclaimer: All graphics and UI are placeholders. Some images have been taken off Google Images. These images belong to the original creators and are being used only for testing purposes. They will be removed before the game is released in any state.
With that out of the way, here's some footage!
This shows the utility AI. Each triangle represents a need that can be fulfilled, such as hunger or thirst. In the final version, these would be replaced by objects such as a watering hole or a fresh kill pile. The cats have an algorithm that decides what need they will fulfill next, based on the present state of their needs. However, this can be manually overridden to have a cat go where you want them to. (The red dot shows my cursor)
This shows the combat system with, again, some very simple placeholder graphics. On each turn, the player rolls a number of dice equal to the number of cats they have that aren't in combat. Then, they can use these dice to perform different actions, such as moving a cat or entering a cat in combat. Once in combat, the player can decide what moves they want their cat to use in that combat. I know it's a little complicated. If you are interested in a full explanation, the design document can be found here.
That's all for now! I hope that this is somewhat interesting. In the future, I will definitely be looking to put together a team to build this game alongside me. For now, I'm just here to hang out!