On implementing the verb based one, it sounds like its a problem screaming out for multi-methods. Good multi-method systems (see Julia, Clojure, Common Lisp) would allow for the construction of a verb based system with arbitrary targeted overrides for specific targets and actors, while using a rich set of rules by default; making it a sort of hybrid system really.
We're using a somewhat different (layered) option for the somewhat detailed doors in our game. The actor (player/enemy) can affect door state (sometimes several actors at the same time) and their own preferred position relative to the door, then the door applies the physics, the limits, and the visual/sound changes (door rotation, room "portal" openness), and then the other actors involved apply their visual changes (like attaching the arm to the door handle or side).
The "verb and effect" system seems like the exact approach taken by Cultist Simulator. Funnily enough, it does it in a way where the "verbs" are completely transparent to the player, but the "effects" are often obscured.
I might be dumb here but i would have thought you would have the actions as there own system. So the actor has properties and the door has properties. The actor has a list of actions that can be done to it and the door has actions that can be done to it. When an actor goes up to a door and tries to do an action that is allowable in the doors list of allowable actions then both the door and actors properties are given to the action system for that action to handle. Is that covered by one of the systems you described?
@@MarkDarrah yeah I’m not a game dev so I don’t really know what I’m talking about, I have recently been working on robots with the ROS2 operating system though and basically every robot has all the information about its properties and they share these over the network and then you create programs which manipulate the data being shared over the network, for example I might right a door opening script and it then manipulates the broadcasted properties of the robot then broadcasts what the next instruction for the robot should be back to the robot to do that action. Similarly I might have a camera broadcasting its properties over ROS2 and the robot and a program might use the data from both to decide upon the path the robot must take for navigation then broadcast that instruction back to the robot (in this case all calculations for each program might be done on completely different devices)
So what It sounds like is using a combination of all 3. While still picking one for most use cases? Clearly something I could spend a little more time thinking about. Thanks for the information
In your opinion, do you think whoever had the idea to make the Dragon Age The Veilguard trailer look that way, did a good job in representing what the game will actually be, do you think it was the most appropriate way to attract attention of the public? Do you think it did the franchise justice?
@@d.g135 Yes. Also self reinforcing. Higher detail model, requires a higher detail of animation which leads to higher surface response expectation and o on
for a second I thought you are going to talk about who controls what during production, and some very bad memories were gathering in my head :))
Yeah... there is a video there somewhere
On implementing the verb based one, it sounds like its a problem screaming out for multi-methods. Good multi-method systems (see Julia, Clojure, Common Lisp) would allow for the construction of a verb based system with arbitrary targeted overrides for specific targets and actors, while using a rich set of rules by default; making it a sort of hybrid system really.
Good point
We're using a somewhat different (layered) option for the somewhat detailed doors in our game. The actor (player/enemy) can affect door state (sometimes several actors at the same time) and their own preferred position relative to the door, then the door applies the physics, the limits, and the visual/sound changes (door rotation, room "portal" openness), and then the other actors involved apply their visual changes (like attaching the arm to the door handle or side).
awesome
The "verb and effect" system seems like the exact approach taken by Cultist Simulator. Funnily enough, it does it in a way where the "verbs" are completely transparent to the player, but the "effects" are often obscured.
Love it
I might be dumb here but i would have thought you would have the actions as there own system. So the actor has properties and the door has properties. The actor has a list of actions that can be done to it and the door has actions that can be done to it. When an actor goes up to a door and tries to do an action that is allowable in the doors list of allowable actions then both the door and actors properties are given to the action system for that action to handle. Is that covered by one of the systems you described?
I've never en it done that way.
It would absolutely work but now you need ALL data coming from the 2 places.
@@MarkDarrah yeah I’m not a game dev so I don’t really know what I’m talking about, I have recently been working on robots with the ROS2 operating system though and basically every robot has all the information about its properties and they share these over the network and then you create programs which manipulate the data being shared over the network, for example I might right a door opening script and it then manipulates the broadcasted properties of the robot then broadcasts what the next instruction for the robot should be back to the robot to do that action. Similarly I might have a camera broadcasting its properties over ROS2 and the robot and a program might use the data from both to decide upon the path the robot must take for navigation then broadcast that instruction back to the robot (in this case all calculations for each program might be done on completely different devices)
I would think for multiplayer distributed systems gaming you might see something similar to this but mabye not
So what It sounds like is using a combination of all 3. While still picking one for most use cases? Clearly something I could spend a little more time thinking about.
Thanks for the information
This is often the case
In your opinion, do you think whoever had the idea to make the Dragon Age The Veilguard trailer look that way, did a good job in representing what the game will actually be, do you think it was the most appropriate way to attract attention of the public? Do you think it did the franchise justice?
I guess you have to compare it to the gameplay reveal on Tuesday and see what you think
Doors are ridiculously hard to design.
The true end boss.
What are you using the word fidelity to mean?
Visual mostly
@@MarkDarrah higher lvl of detail leading to a necessity for an higher level of complexity?
@@d.g135 Yes. Also self reinforcing. Higher detail model, requires a higher detail of animation which leads to higher surface response expectation and o on
How is this video free? ❤
That'll be $50...