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Re: [MUD-Dev] Simulated Populations
"phlUID" <phluid#mindless,com> wrote:
> 1. We could just throw out the whole path finding thing and make mobs
> wander aimlessly.
> I believe that it is also possible to combine any number of these
> elements together into one system.
I think I might like to look at the way ants create trails by wandering
aimlessly, marking/refreshing their path and following other ants' paths.
Been a while since I read anything about it, but as I recall, it wasn't
really a very complicated system.
Could be slow going from "completely random 'path'" to "straight trail from
point a to point b", but it seems like you could start out with npcs
wandering randomly (rather, "scouting"), but eventually have pretty
well-defined paths and trails, created by the npcs. You could even make the
paths more or less visible to the players, depending on traffic, or
block/disrupt the trails and let the npcs build new ones around whatever the
problem is. Or maybe the players could scout a new trail for the npcs. Or
if pcs start killing orcs in an orc path, maybe that would count as an
obstruction and the orcs would eventually develop a new path around them
(unless the first response to an obstruction is to send bigger troops).
Interesting possibilities anyway, if you've really got a lot of npcs
migrating about.
--
http://dundee.uong.com/
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- Thread context:
- RE: [MUD-Dev] Simulated Populations, (continued)
- RE: [MUD-Dev] Simulated Populations,
Charles Hughes charles.hughes#bigfoot,com, Thu 20 Jan 2000, 00:47 GMT
- Re: [MUD-Dev] Simulated Populations,
Nicolai Hansen nic#aub,dk, Thu 20 Jan 2000, 22:53 GMT
- Re: [MUD-Dev] Simulated Populations,
phlUID phluid#mindless,com, Fri 21 Jan 2000, 04:37 GMT
- [MUD-Dev] Signing off...,
IronWolf ironwolf#ewa,net, Wed 19 Jan 2000, 07:15 GMT
- [MUD-Dev] How to handle/display partial language skill,
Joe Kingry jkingry#uwaterloo,ca, Wed 19 Jan 2000, 02:56 GMT
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