Mindflock.com
Social Game Artificial Intelligence
Social Game Artificial Intelligence
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March 31, 2012 - 4:12 pm
Posted in EverSky | No Comments
I’ve been having real trouble describing what EverSky will be to people. This is entirely understandable as I’m not entirely sure myself what it will end up being, plus we there is a problem when using text to describe what is primarily a visual medium. But I know the intent and I have pretty clear [...]
March 4, 2012 - 12:58 pm
Posted in Articles, Uncategorized | 2 Comments
I once went to see a film on a whim called Good Night and Good Luck. It was not something I had planned, but I suddenly got an urge one night to go to the cinema by myself and see whatever was on at the time. As it happens, one of the few films about [...]
February 8, 2012 - 6:09 pm
Posted in EverSky | 2 Comments
Hey all! Ok, so while working on the crafting system for EverSky, I came across this SQL issue and wanted to share it: I’m trying to create an SQL based crafting system, here are the current tables relevent to the discussion: Items table: itemid: autonumber itemname: text Recipes table: recipeid: autonumber recipename: text [...]
February 4, 2012 - 2:10 pm
Tags: narrative, player
Posted in Articles, EverSky | 4 Comments
One of the more popular trends in AAA games right now, is the use of linear narrative to drive gameplay. This works well for AAA because with linear narrative, you can guarantee some great screenshots and movies to drive your marketing spend. The current pinnacle of that art I think is the Uncharted series, which [...]
December 30, 2011 - 8:45 pm
Posted in EverSky | No Comments
Posted a video to youtube to describe the direction for EverSky (which is what Damzel is changing into).
September 8, 2011 - 1:24 pm
Posted in AI, Namaste | 4 Comments
If you ask anyone with a passing interest in AI and more specifically in AI in games what is the most important aspect, you will probably be answered with something relating to logic. Logic and decision making seems like the most important aspect because it drives behaviour after all. But in this post, I want [...]
August 6, 2011 - 9:27 am
Posted in Namaste | 3 Comments
While most of the guys at Namaste are reasonably highbrow (well, ok, I’m talking mainly about Stephane and Brian, who are both pen and paper roleplay geeks) I’m actually a bit of a low brow kind of guy. I’m not quite at the level of enjoying fart jokes, but I do enjoy a bit of [...]
June 29, 2011 - 11:38 am
Posted in Social AI | 5 Comments
I was at the Paris Game AI Conference last week (www.gameaiconf.com) and had a great time yet again. Speaking to all types of AI programmers is always fun. One thing that I kept getting asked was “what are you working on at Namaste” and everytime I had to stop and think how to describe what [...]
February 3, 2011 - 9:06 am
Posted in Articles, Damzel | 2 Comments
Damzel is a game set in a city. The city itself is alive with AI-based people. But I wanted the city to have a nice aesthetic to it too. Luckily, there’s a good example in Mirrors Edge. I knew it was built with the Unreal engine, so I decided to see if there was any [...]
December 24, 2010 - 11:54 am
Posted in Damzel | 2 Comments
If you ask any programmer what is the thing they least like to work on, its likely the one thing they really don’t like working on is user interface code. Luckily there are tools that can help.