Pets / Taming?



  • this could even be built sort of like the player 'DNA' setup, each species has its own DNA that defines ranges of behavior, and each animal of the species falls randomly on each range. This would make creating various similar species behavior interesting, if they are closely related, just move the ranges a bit. This could even be stretched to planet-wide ecosystems... define a whole evolutionary template, use a random seed that starts the chain, define how many species should exist and what the variance tolerance should be...

    Now this is getting more complex... Probably something that'll need to wait until later if ever implemented :laughing:



  • @EternalSites said:

    this could even be built sort of like the player 'DNA' setup, each species has its own DNA that defines ranges of behavior, and each animal of the species falls randomly on each range. This would make creating various similar species behavior interesting, if they are closely related, just move the ranges a bit. This could even be stretched to planet-wide ecosystems... define a whole evolutionary template, use a random seed that starts the chain, define how many species should exist and what the variance tolerance should be...

    Now this is getting more complex... Probably something that'll need to wait until later if ever implemented :laughing:

    Ohhhh love where you heads at....that could be brilliant and complex!! My mind is racing!!!


  • Traverse Team

    This would be so cool! Animated mobs are so much work :-( There is skeleton to think about, mesh, animation, sounds, particle effects, stats and abilities. sigh

    With the tool to build/design a house, we'll certainly try to have 'random' button (like we have almost everywhere else), to give everyone option for interesting starting point. After we get that implemented, we'll see how difficult would it be to expand it to create mobs. We haven't touched the whole 'changing animated mesh at runtime' apart from morphing (but morphing is really baked during import into engine, not something we change at runtime).

    Player assisted/controlled randomly generated content FTW. It beats any other 'infinitely procedural' system.



  • @xulture

    Player assisted/controlled randomly generated content FTW. It beats any other 'infinitely procedural' system.

    I so agree!!! I can't wait to see how creative players are!!!



  • @xulture
    even if the main differences in appearance are just color, it would still give the feel of different species. That would at least take out the changing of animation sequences and all, just different skins. I'd like to say scaling shouldn't be too difficult, but I know engines like to throw fits over random things :expressionless:

    Having some control over procedural generation usually comes in handy. Filters out the statistical anomalies and glitches in the sequence.


  • Traverse Team

    Changing materials at runtime is trivial -- if we split the mesh into 3 or so sub-materials, we can change those easilly. Scaling of the skeletal mesh works fine in Unreal Engine as long as its uniform (same in x, y, and z). Coolest thing with Unreal Engine is that non-uniform scaling of bones at runtime works fine -- we use it to stretch legs, arms and torso differently, during character creation. Penalty is that limbs are now not correctly aligned -- eg your arms may be too long and clip through legs when you sit down..



  • Ah, and that's where the 'changing animated mesh at runtime' part comes in?

    If the only problem is clipping, it would depend on the complexity of the animals animation. If they are limited to just a few like walking and attacking, unlike the players which I'm assuming have quite a few, then there would be less of a chance for clipping on non-uniform bone scaling.

    One of the nice things about working on a project that has a lot of different features, if you find something you can't quite figure out, work on something different. Eventually you may find the solution to the problem. It sounds like you know a heck of a lot about Unreal Engine, it'll be interesting to see how everything works out!



  • This is such an interesting discussion! However, I got stuck back at the friendly mobs. That's awesome! So, I'll be able to help wildlife and such in the game?


  • Traverse Team

    That's right, if you build up enough karma with a certain animal they will become your friend temporarily. Say if a wolf is fighting with a cow, and you come and defeat the wolf, this cow may become your temporary pet. There's no guarantee that it will happen, but when it does, you can prolong the time it is going to stick around by feeding it.



  • @aztar said:

    That's right, if you build up enough karma with a certain animal they will become your friend temporarily. Say if a wolf is fighting with a cow, and you come and defeat the wolf, this cow may become your temporary pet. There's no guarantee that it will happen, but when it does, you can prolong the time it is going to stick around by feeding it.

    OMG I love that. Such a neat original tidbit. Out of curiosity will there be a way to force them away after they start following you? Like a pet unfriend button.


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