Esoteric Update #288 - Continuing On With Work


I'm going to post an early update and rest a little bit. I've now been back from the hospital for almost a week and finally started getting back into the swing of things, but it's hard. Apart from the game, I have my regular work and my house to take care of, and I've been spending a lot of time cleaning out the dust that has settled down while I've been away for almost two weeks.

Regardless, I want to discuss what I've been brewing. And that has been mostly trying to tie up some loose ends from the last few weeks. I'm not going too in-depth in this update; I think it will be better to present these things when they are finished.

So, first, I hooked up the GOAP code to the rest of the engine as a library. It's nothing too major, but adding the bridge genuinely slipped my mind since I've been testing the module as a separate console program.

Second, I've realised that I don't have operators for continuous logic, almost known as infinite-valued logic. So, I implemented three different variants into the engine. Why three different variants? Because, at the moment, I don't know which one will make the most sense to use. There are some rather specific behaviours that differentiate the three: Fuzzy Logic, Probabilistic Logic and Łukasiewicz Logic (yes, while normally this is a three-valued logic, there's an extension of it to infinite-valued logic), which I want to experiment with to understand which one performs best.

Thirdly, back to working on door locks. And I think I have the final version of the code, but we need to make a number of standard items for the system to use. I posted a discussion hook on our Discord concerning the intent of what we're doing and how we want to use it, but it's being a bit... troublesome. The level of detail makes it somewhat hard to construct the items using our regular approaches since it involves a lot of modular detail. In response, I'm currently experimenting with modular items, which can be constructed by parametrising an item with other items. The new approach doesn't invalidate what we've done so far, and it's not the first time we've had items that stack with other items (that's how envelopes work, in fact), but it's the first time we're passing things back and forth in the stats and description of an item. If this is successful we might also apply it to some of the more complex clothing elements, like in particular dresses, to offer maximum diversity of choice.

Well, we'll see how it goes, but I just feel cold and miserable right now, so I'll take a look at it tomorrow or so.

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