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Anti-Gaia

Posted: 18 Sep 2008, 18:07
by Argh
As I said in my brief remarks about World Builder... I would like to do more work on "automated animals"... and I would like to maybe look into doing a "simulated ecosystem" for more interesting interactions, to make World Builder worlds look and feel even more interesting.

Sooooo... I was thinking that having an Anti-Gaia Team might be useful. Anti-Gaia could be set to Neutral, just like Gaia, but would still attack Gaia, and the inverse.

Just a crazy idea... I'm working on converting old NanoBlobs models to become "old security drones" and "military robots" that could be... I dunno... going haywire, or something... providing a "barbarian"-like experience on World Builder maps...

Re: Anti-Gaia

Posted: 18 Sep 2008, 18:14
by KDR_11k
Multiple gaia teams is something I could get behind, preferrably also with switches on who they are allied/hostile with.

Re: Anti-Gaia

Posted: 18 Sep 2008, 18:25
by Argh
Yeah, and if those switches could be hit by Lua... that could be really useful.

Re: Anti-Gaia

Posted: 18 Sep 2008, 19:36
by smoth
I asked trepan in the past and the answer was a solid no.


That being said +1 to kdr's post.

Re: Anti-Gaia

Posted: 19 Sep 2008, 08:49
by Neddie
KDR_11k wrote:Multiple gaia teams is something I could get behind, preferrably also with switches on who they are allied/hostile with.
Aye, same here.

Re: Anti-Gaia

Posted: 19 Sep 2008, 13:39
by AF
One could argue with enough supporting code no engine specific antiGaia would be required to implement this

Re: Anti-Gaia

Posted: 20 Sep 2008, 02:52
by REVENGE
neddiedrow wrote:
KDR_11k wrote:Multiple gaia teams is something I could get behind, preferrably also with switches on who they are allied/hostile with.
Aye, same here.
And since the engine doesn't need Gaia to be a fixed ally team ID anyways, this should be trivial to add right?