I'd like to see a mod for single player that would spawn another "player" that would compete with you.
He'd do the same basic things all players do when they start- look for wood, make tools, build shelter, mine. But he'd stay fairly close to your location, and as time would progress, he would attack you. He'd try to burn down/destroy your house, steal your items, etc.
He'd have to craft his own items, eat his own food, etc. Each time you used the mod to create "OtherSteve" he would have a randomized set of stats (how quickly he'd attack you, whether he's more stealthy or aggressive, whether he'd steal from you or try to fight you head on, etc).
It would add another element of difficulty to the game, and it would make everything somewhat time sensitive since you'd be competing to get the best armor/weapons/etc so that you could beat him.
Hopefully it would have lots of replayability as well. You'd have far different games depending on the type of opponent. OtherSteve would be able to craft anything in the game that he could find the resources for (and could probably even booby trap his own house for defense).
He could range from someone who would attack you in 5 minutes, or just make an ever-expanding house filled with traps waiting for you to come to him.
From a developer stand point, this is ridiculously complex. As far as AI's go, that's
a fairly advanced one ... I've never done any AI even remotely as complex as this
would be. The best I can think of would be procedural method handling. But
you're adding a ton of methods...
Standard crafting wouldn't work, for i think fairly obvious reasons.
You'd have to have a duplicate of every Player class , except replace
any user input, with "OtherSteve's" Methods.
My honest opinion is try a 24/7 PvP Server. Because I can't see this being
done, or atleast done well anytime soon.
If you find anyone, please by all means PM me. I'd like to follow the progress
if there is any.
This is one of the most brilliant ideas ive seen EVER. I posted something simmiler to this, only its a bunch of AI's and they could be good, evil, both or greifers. but I like the OtherSteve idea 1000% more. but it would be massivly complex, but if done, would be one of the most amazing mods EVER
Funny thing: I was just reading an article in Game Developers magazine about AI, and I got on a tanget about creating Minecraft AI. I went for a run to ponder over it, and came back to start brainstorming. Figured I would google for existing AI systems in minecraft, and this thread came up! Did some more searching and I found this: http://forums.bukkit.org/threads/team-for-minecraft-artificial-intelligence.60341/ I am going to apply as this would be awesome experience for me (I am looking to go in to game development) and figured I would share the publicity for anyone who is also interested.
Well I know the AI would have to be pretty crazy, but there could be several shortcuts.
I'd say the AI would simply follow a procedural, prioritized list:
1) Fight/run if under attack
2) Find food if hungry
3) Gather whichever resources are needed next if resources are needed. He could move through resources in tiers (wood/leather - stone - iron, etc) and focus on filling out a tier before moving to the next.
4) Build home (structures could be premapped and possibly fractal so that additions would be easy)
5) Attack player/ fortify home if nothing else to doAnd think about the Villager AI, they do several similar things with the way they approach doors. They also seem to have some kind of need to *travel* in between buildings or get outside when they're inside (noticed this while building the custom map in my sig, they have some interesting behaviors). The code for hostility seems to be at least partially implemented in this snapshot if I understand that correctly. The pathfinding could be borrowed from other mobs, and resource collection is already (somewhat) implemented by endermen.I'm not a huge fan of karma systems, but if a modder wanted to implement that, it might even be pretty fun. Depending on the OtherSteve that's spawned, he could be friendly towards you (until you try to hurt him) or angry at you (unless you help him somehow [think about the interaction between animals and wheat/fish/bones]).
This idea sounds amazing, a possible AI Steve that could be a friend or enemy. I also doubt Mojang could code this, but I also believe they would have trouble with buildcraft, industrialcraft, or any major mod, I think the best of the mod makers on these forums tend to be better, but that's just an opinion. They even had to absorb some of the Bukkit crew to help them with some of their work, that says volumes to me.
They even had to absorb some of the Bukkit crew to help them with some of their work, that says volumes to me.
To be fair , the bukkit team has had a widely accepted, stable plugin system for a very long time now. Its only logical that instead of re-inventing the wheel, they simply use whats already there.
1) Fight/run if under attack 2) Find food if hungry 3) Gather whichever resources are needed next if resources are needed. He could move through resources in tiers (wood/leather - stone - iron, etc) and focus on filling out a tier before moving to the next. 4) Build home (structures could be premapped and possibly fractal so that additions would be easy) 5) Attack player/ fortify home if nothing else to do
You make it sound so simple ^.^
lets simply take finding food. which seems to be the simplest.
0.1 . Create a virtual inventory, and hunger/health for the mob.
1. Find a food source.
There may not be one in the current chunk, and either he must aimlessly wander until he finds one, or an index of every loaded possible food source and its respective coords must be kept.
2.Harvest the food source
Here we have a huge branch of methods for deciding how to harvest said food source. (ex. kill mob, farm wheat, harvest crop)
3. Prepare food source
Same as above.
4.Eat the food source.
Now we need to remove the item from the virtual inventory.
As i said, that's the simplest of the bunch , and already its in the hundreds of lines of code.
Good points, and maybe I'm even making it more complex than it needs to be.
Perhaps he just builds and attacks, and instead of having to gather resources he just has them. His gear could be upgraded over time. I'm not saying it would be easy... but I don't think it can't be accomplished. Just look at how complex some of the mods out there are! Whether or not anyone's willing to sink that kind of time into this idea... well, that's debatable at best XD
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(232, 239, 244)]To be fair , the bukkit team has had a widely accepted, stable plugin system for a very long time now.[/background][/size][/font][/color]
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(232, 239, 244)]Its only logical that instead of re-inventing the wheel, they simply use whats already there.[/background][/size][/font][/color]
I'm not saying it was a bad idea, but if they were on the right track to begin with, the Bukkit crew would never of had to make Bukkit, because Mojang should have caught on earlier, back in Hmod days. I'm just saying that the community knows what it wants, they should have pulled an elder scrolls long ago, and worked on letting the community do what it wants with a mod API. Obviously since some people are still playing Morrowind, they had a good idea. My opinion though, feel free to disagree or call me ignorant or whatever any person feels necessary, just try to be nice.
I'm not saying it was a bad idea, but if they were on the right track to begin with, the Bukkit crew would never of had to make Bukkit, because Mojang should have caught on earlier, back in Hmod days. I'm just saying that the community knows what it wants, they should have pulled an elder scrolls long ago, and worked on letting the community do what it wants with a mod API. Obviously since some people are still playing Morrowind, they had a good idea. My opinion though, feel free to disagree
As a user I see your why you have that opinion, but as a Dev I understand why they did it like that. Sometimes you just become pre-occupied with adding content to the game. Regardless what the user-base wants, if you listen to them exclusively, its hardly your game anymore. It has been show that Mojang does listen to the users however, just not as excessively as some would like.
Seeing as how the modAPI will only make modding easier, and modding was (and still is) possible without any "official modding API", It makes sense they would withhold progress on it until they've implemented all or most of the content they wanted into the game.
Furthermore, I partially agree with your statement, as the modAPI idea was not a new idea, it should have been taken into consideration prior, they should have made their original methods a bit more versatile to support such a project in the future.
As they failed to do so, they're paying the price now by having more work to do, but this shouldn't really concern the user
This is of course, my opinion and should be taken with a grain of salt.
If you wish to keep discussing this, please start a topic in the appropriate
section, or PM me if you wish to talk with me exclusively. We seem
to be getting off topic.
Cheers
call me ignorant or whatever any person feels necessary,
It's really all down to how much time you want to sink into it. AI is a beast all of it's own, but there's plenty of people in the world who are easily capable of achieving it.
This (if achievable) would be amazing. Even something as simple as building a small sized house, killing pigs and cows, and fighting monsters/you would be great. This would be much simpler and still add an interesting element to the game. Heck, even two "steve's" who spawn would be great. They would be enemies to each other, and then after a certain period of time would come to you separately and offer something to you (diamonds, food, materials, etc) and you would chose which side you would want to be on. Then... eh, I'll stop here. I don't want to go rambling on about a mod that would be way to hard to make.
On the base of an A.I mod i can see starting simple with starting the "other steve" as a basic command person where you can write in a book commands for him to do for that day (kinda like a macro styling) to the point where you can set him to different task i.e gather wood while you are trying to build a house, gather ores while you are doing somthing different, farming a set cord zone for making food or set him to defense kinda like a town guard.
I know this aspect would be the hardest peice to do on a A.I mod but i would like to see if possible to set up a "other steve" Amanda (female) that starts with you or you can her in a village, temple, somthing "heroic" where she can start a family and you have "mini steve's" that grow up and you can set them to be certin things I.e: lumberjack, gardener, guard, miner, butcher.... (list can go on) and build your own village -> kingdom.
i know it would be hard im learning how to do basic mods atm but if under the right guidance i could help someway or another
He'd do the same basic things all players do when they start- look for wood, make tools, build shelter, mine. But he'd stay fairly close to your location, and as time would progress, he would attack you. He'd try to burn down/destroy your house, steal your items, etc.
He'd have to craft his own items, eat his own food, etc. Each time you used the mod to create "OtherSteve" he would have a randomized set of stats (how quickly he'd attack you, whether he's more stealthy or aggressive, whether he'd steal from you or try to fight you head on, etc).
It would add another element of difficulty to the game, and it would make everything somewhat time sensitive since you'd be competing to get the best armor/weapons/etc so that you could beat him.
Hopefully it would have lots of replayability as well. You'd have far different games depending on the type of opponent. OtherSteve would be able to craft anything in the game that he could find the resources for (and could probably even booby trap his own house for defense).
He could range from someone who would attack you in 5 minutes, or just make an ever-expanding house filled with traps waiting for you to come to him.
From a developer stand point, this is ridiculously complex. As far as AI's go, that's
a fairly advanced one ... I've never done any AI even remotely as complex as this
would be. The best I can think of would be procedural method handling. But
you're adding a ton of methods...
Standard crafting wouldn't work, for i think fairly obvious reasons.
You'd have to have a duplicate of every Player class , except replace
any user input, with "OtherSteve's" Methods.
My honest opinion is try a 24/7 PvP Server. Because I can't see this being
done, or atleast done well anytime soon.
If you find anyone, please by all means PM me. I'd like to follow the progress
if there is any.
cheers
Due to the fact that it's simply ridiculously advanced, as I said : From a developer
stand point, there's just too much that needs to be implemented.
[email protected]
you got my
another idea:
a steve that will help you instead of trie to kill. it should be cool.
I'd say the AI would simply follow a procedural, prioritized list:
1) Fight/run if under attack
2) Find food if hungry
3) Gather whichever resources are needed next if resources are needed. He could move through resources in tiers (wood/leather - stone - iron, etc) and focus on filling out a tier before moving to the next.
4) Build home (structures could be premapped and possibly fractal so that additions would be easy)
5) Attack player/ fortify home if nothing else to doAnd think about the Villager AI, they do several similar things with the way they approach doors. They also seem to have some kind of need to *travel* in between buildings or get outside when they're inside (noticed this while building the custom map in my sig, they have some interesting behaviors). The code for hostility seems to be at least partially implemented in this snapshot if I understand that correctly. The pathfinding could be borrowed from other mobs, and resource collection is already (somewhat) implemented by endermen.I'm not a huge fan of karma systems, but if a modder wanted to implement that, it might even be pretty fun. Depending on the OtherSteve that's spawned, he could be friendly towards you (until you try to hurt him) or angry at you (unless you help him somehow [think about the interaction between animals and wheat/fish/bones]).
To be fair , the bukkit team has had a widely accepted, stable plugin system for a very long time now.
Its only logical that instead of re-inventing the wheel, they simply use whats already there.
1) Fight/run if under attack
2) Find food if hungry
3) Gather whichever resources are needed next if resources are needed. He could move through resources in tiers (wood/leather - stone - iron, etc) and focus on filling out a tier before moving to the next.
4) Build home (structures could be premapped and possibly fractal so that additions would be easy)
5) Attack player/ fortify home if nothing else to do
You make it sound so simple ^.^
lets simply take finding food. which seems to be the simplest.
0.1 . Create a virtual inventory, and hunger/health for the mob.
1. Find a food source.
There may not be one in the current chunk, and either he must aimlessly wander until he finds one, or an index of every loaded possible food source and its respective coords must be kept.
2.Harvest the food source
Here we have a huge branch of methods for deciding how to harvest said food source. (ex. kill mob, farm wheat, harvest crop)
3. Prepare food source
Same as above.
4.Eat the food source.
Now we need to remove the item from the virtual inventory.
As i said, that's the simplest of the bunch , and already its in the hundreds of lines of code.
Cheers
Perhaps he just builds and attacks, and instead of having to gather resources he just has them. His gear could be upgraded over time. I'm not saying it would be easy... but I don't think it can't be accomplished. Just look at how complex some of the mods out there are! Whether or not anyone's willing to sink that kind of time into this idea... well, that's debatable at best XD
As a user I see your why you have that opinion, but as a Dev I understand why they did it like that. Sometimes you just become pre-occupied with adding content to the game. Regardless what the user-base wants, if you listen to them exclusively, its hardly your game anymore. It has been show that Mojang does listen to the users however, just not as excessively as some would like.
Seeing as how the modAPI will only make modding easier, and modding was (and still is) possible without any "official modding API", It makes sense they would withhold progress on it until they've implemented all or most of the content they wanted into the game.
Furthermore, I partially agree with your statement, as the modAPI idea was not a new idea, it should have been taken into consideration prior, they should have made their original methods a bit more versatile to support such a project in the future.
As they failed to do so, they're paying the price now by having more work to do, but this shouldn't really concern the user
This is of course, my opinion and should be taken with a grain of salt.
If you wish to keep discussing this, please start a topic in the appropriate
section, or PM me if you wish to talk with me exclusively. We seem
to be getting off topic.
Cheers
Now now, we'll have none of that ^.^
Its not necessarily the complexity of it per-say.
Its the time needed to achieve even slightly satisfying results.
Its seems more trouble than its worth imo, still , good luck with this
Cheers
I know this aspect would be the hardest peice to do on a A.I mod but i would like to see if possible to set up a "other steve" Amanda (female) that starts with you or you can her in a village, temple, somthing "heroic" where she can start a family and you have "mini steve's" that grow up and you can set them to be certin things I.e: lumberjack, gardener, guard, miner, butcher.... (list can go on) and build your own village -> kingdom.
i know it would be hard im learning how to do basic mods atm but if under the right guidance i could help someway or another