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GrantNZ · Earthforce Officer

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GrantNZ
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  • True, it wouldn't be trivial. Maybe another level of abstraction is required in my system. (I love levels of abstraction [img]http://216.15.145.59/mainforums/biggrin.gif[/img] ) Two interfaces. Input interface, which works as above. Game-input i…
  • The input system is something I haven't thought about too much, as of yet. It presents some interesting communication difficulties though. My instinct is to design some sort of interface system. Things requesting input (player controlled ships, m…
  • Makes sense to me. My only suggestion would be to perhaps use some more layers of abstraction (which is really just building on Biggles' "modularity" comment). i.e. Rather than having a Fury render itself or plot itself on a radar, instead have i…
  • Just to prove I can never shut up, I'm going to add one more thing. [img]http://216.15.145.59/mainforums/smile.gif[/img] I am [i]hellbent[/i] on having NPCs ask the plexor as many questions as the plexor traditionally asks NPCs. This would pl…
  • Biggles: [quote]You would achieve it with a holodeck. That's about the only thing I can think of that could do all that you mention.[/quote] That is because I continuously mentioned opposed goals (with the exclusion of creating a [i]completel…
  • [b][i]AAAAAAAAARRRRRRRGH![/i][/b] [img]http://216.15.145.59/mainforums/smile.gif[/img] Philosophy time. An interesting pair of opposites has arisen - the comparison between the necessity of simple interfaces and complex interactions. Pe…
  • Just because things are dead, I'm going to throw in a question and see what happens. Anyone can play now, don't be shy. [b]What do you envision as the best interface for character interaction in interactive entertainment?[/b] If anyone sugg…
  • Hey, someone's alive in here! [img]http://216.15.145.59/mainforums/smile.gif[/img] Randy: Better yet, convince those people to drop in and say hi. [img]http://216.15.145.59/mainforums/smile.gif[/img]
  • Another. (Although my memory is hazy on this one.) Wandering around in the desert in Fallout (the original), I came across a crashed UFO. It had "made in Taiwan" etched into it. There were two dead alien bodies lying around. One had a (very nice)…
  • [quote]For the third one, do you mean referencing things that have been done in the real world and that the plexor is likely to know about but which have no relation to the experience in order to cause an emotional response in the plexor, such as la…
  • Oh and congrats, Biggles, even though we've already talked about that in ICQ. [img]http://216.15.145.59/mainforums/smile.gif[/img] I'm gonna have to work hard to catch up now...
  • [quote]Care to share those examples, Grant?[/quote] If ya want! Examples, with categorisation and results? [img]http://216.15.145.59/mainforums/wink.gif[/img] One example was from Baldur's Gate 2. The storyline took a couple of twists in quic…
  • Randy, I'm willing to be lead. I've ranted so much hereabouts that I've got a clean slate - there's nothing lurking on the edges of my mind that will cause me to drive the conversation anywhere. I've reached one of those plateus where I am removed o…
  • Sorry JackN, my bad. I assmed to much. (I didn't make "an ass out of u and me," just me, thus "assmed." [img]http://216.15.145.59/mainforums/smile.gif[/img] ) [quote]Quite frankly, what I have heard so far from almost every TTS program or hardw…
  • TextPuppet reminds JackN of 70s/80s style speech? I think I'll avoid it. [img]http://216.15.145.59/mainforums/wink.gif[/img] I don't know about anyone else's experiences, but I got rather disappointed at how robotic a lot of text to speech progr…
  • Andy: Nice shots. [img]http://216.15.145.59/mainforums/smile.gif[/img] The explosions are nifty. Having partially (I gather) implemented the AI, have you discovered any interesting good or bad points about the system? Re yawning: Try ho…
  • Thanks, Randy. [img]http://216.15.145.59/mainforums/smile.gif[/img] The text-to-speech I've been looking at is [url="http://tcts.fpms.ac.be/synthesis/mbrola.html"]MBROLA[/url]. It doesn't handle any animation aspects, but emotion/emphasis can be…
  • [quote]That implies a single player universe.[/quote] Nope. I was thinking more along the lines of writing mini-stories (perhaps for a certain player that a writer takes interest in, or else just setting them up in general) that a player can p…
  • Was just thinking about shadow boxer's idea... the writers could write stories using events and triggers rather than deliberate alterations near players. That way, the story can be "replayed" for other players that go through the same triggers.
  • Ohh I'll just add that having a supply of phrases isn't enough in itself. The drama/conversation engine needs to understand what was just said, in order to give the plexor a valid range of replies. So the conversation engine would marry with the …
  • Yep. But the good thing with speech synthesis is that a sentence can be stored in 100-200 bytes. And it's not a slow process to convert from text to speech.
  • bobo: [quote]We humans are too adapted to detecting what is and isn't human behavior; we start from before birth and refine from there.[/quote] Agreed. Which is why we shouldn't try to recreate truly human behavior. Even movies have this …
  • Ok. [img]http://216.15.145.59/mainforums/smile.gif[/img] Final question. Why do you keep calling me LightNZ? AFAIK, there's a LightNZ (or something, my memory fades) on these forums who is quite separate to me...
  • I could ramble heaps on what [i]my[/i] plans are for getting things working, but I said a while back that I'm going to shut up a bit, so I won't. [img]http://216.15.145.59/mainforums/smile.gif[/img] I will say that a strong base character intera…
  • shadow boxer: [quote]I dunno fellas, I thought we'd pretty much nailed down the concept work for a storyAI[/quote I completely disagree - we're only just scratching the surface. I ended up thinking a day or two ago about dramatic presentation…
  • Randy: [img]http://216.15.145.59/mainforums/biggrin.gif[/img] [img]http://216.15.145.59/mainforums/biggrin.gif[/img] I'd do a whole row of [img]http://216.15.145.59/mainforums/biggrin.gif[/img] smilies, but I know the forum engine won't let…
  • bobo: [quote]Such a process implies that a 'next action sequence' is known, implying that there is a known set of actions. In a less-flexible environment, how would the game/drama/whatever engine know where to move the character?[/quote] Dep…
  • Here's a suggestion for a new topic that's still story/drama related but gets away from the arguments of "this is what we can do, and this is what is impossible": How should our presentation of story and drama change to cope with the medium of co…
  • Randy: No matter. [img]http://216.15.145.59/mainforums/smile.gif[/img]
  • Dammit, my code snippit to Biggles converted ":: D" into a smily. Never mind. To people at large: Ok, I'm going to generally shut up a lot now. We're driving two ideas against each other, so instead of revving against yours, I shall take my li…