21 August 2011

Weekly update on progress #1

Some of the most important features implemented in the week 15/08-21/08: (current version is 0.2.14)



AI
  • Added "idle too long" behavior for bots. If they don't get a job for some time, they start scanning blocks, emptying cargo (depending on installed chips).
  • Current state of each agent's AI is more like Artificial Stupidity but it does the job. Later we'll revisit each agent and refine the behaviors.
Agents
  • Laser turret: they acquire targets, fire when in range, scan around when no target found.
  • Power station: full recharging cycle is implemented.
  • Maintenance station: distribute bots to other stations if the current one is busy.
  • Storage: updated to work with the new item management system.
  • Added particle effects for most bots while doing jobs.
  • Added the first enemy: the Grob Drone. For now it's just cannon fodder as all it does is move from one place to another and sometime decide to explode (destroying some of the blocks around it).
World
  • Started optimizing the world memory footprint to allow for bigger world sizes
  • First round of beautification: added day/night cycle, night lights for agents, changed most of the textures
  • Much time has been spent in programmer art making.
Engine
  • Changed item management system: items can be packed or unpacked. Packed items can't hold content but take less place in inventory and can be stacked. Also transferring items is simplified now and can be ordered by an outside agent.
  • Job management: job-bot matching can be finely customized by requirements (ex. this job requires X quantity of Y items)

Next Week's plan
We intend to focus on introducing more agents and maybe start the automated economy framework. As the core engine is maturing (meaning that it breaks less often, we don't suggest we're done with it) adding new agents and plugging in behaviors is getting much easier. In next week's report we'll compare how much we did manage to implement vs. what the plan was.

AI
  • Fine tune the transporter bot to better juggle with the crafting requirements, finished items and storage space.
Agents
  • Crafting station. You put materials in, items get out. Integrated with the job and transport system.
  • Start the trade port.
  • Power storage. The first automated agent, for storing large quantities of power. Can be linked to other agents and deliver automatically power (no more need for transporter bots to carry batteries to each agent)
World
  •  Finish moving all world generation and update in a ThreadPool. Also debug the optimizations, some of the time we'll optimize the good parts into something unusable.
  • Add world limits. The player can't go or build outside them.
  • Work some more on textures and lighting.
  • Add support for on-ground items. Probably they will degrade in time and disappear eventually.
Engine
  • Recipe management system for crafting stations.
  • Start the automation graph manager.

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