people:lucas_nunno:project:crit2
Differences
This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
people:lucas_nunno:project:crit2 [2014/10/11 18:24] – created lnunno | people:lucas_nunno:project:crit2 [2014/10/13 19:20] (current) – [What's left?] lnunno | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Crit 2 ====== | ====== Crit 2 ====== | ||
+ | This critique summarizes the work done since the initial [[people: | ||
- | ===== Features ===== | + | **My personal goal for this milestone**: |
+ | * Base cohesion. | ||
+ | * Smarter infantry movement. | ||
+ | * Killing foreign tribes! | ||
- | ==== Work left ==== | + | ===== What's been demoed before |
+ | * **AbstractTribal_Element**: | ||
+ | * **Mine unit**: spews out a bunch of Res. | ||
+ | * **Base unit**: Floats around gobbling up Res and spawning both Bases and Infantry. | ||
+ | * **Infantry unit**: Diffuses everywhere, doesn' | ||
+ | ===== What's done? ===== | ||
+ | * Bases have a " | ||
+ | * Infantry units have a "move direction" | ||
+ | * Infantry units can kill foreign (tribal) units. | ||
+ | ===== Ideas ===== | ||
+ | ==== OO Abstraction ==== | ||
+ | I might pull the following element parameters into the AbstractElement_Tribal class: | ||
+ | * Kill Odds | ||
+ | * Move/Kill Radius | ||
+ | |||
+ | It's possible that units may share similar behavior and should therefore all inherit from the same Abstract base class. They could then override Kill Odds and Move/Kill Radius as appropriate. | ||
+ | |||
+ | This would make adding new units fairly easy, you could just subclass the overlying abstract class and override the Kill Odds and Move/Kill Radius. The Behavior function may not be needed to be overwritten for similar unit behavior with different strengths. However, this may not be the most interesting since you could just tweak the parameters for Infantry and have a similar effect. | ||
+ | |||
+ | ==== " | ||
+ | Mines have a finite amount of Res that they can produce. After all the Res are exhausted they become destroyed. | ||
+ | |||
+ | From my abstract: | ||
+ | |||
+ | '' | ||
+ | Artificial Life development platform, this study analyzes the | ||
+ | interactions of hostile groups of populations in an environment | ||
+ | with limited resources.'' | ||
+ | |||
+ | I haven' | ||
+ | |||
+ | ==== A " | ||
+ | This unit takes a number of steps and then creates a Mine, sacrificing itself. Note that all tribes could use the resources produced by this Mine. | ||
+ | |||
+ | ===== What's left? ===== | ||
+ | * Allowing units to move through atoms in the same tribe. | ||
+ | * Sometimes units get stuck in the base structure, and there' | ||
+ | * Determining what's going to make the paper interesting. | ||
+ | * There might be a couple of scripts in the pipeline that build a 1-tile egg drop per tribe and have them go at it. | ||
+ | * The default behavior needs to be nailed down to get an inkling of what behavior is interesting. | ||
+ | * Adding more unit types | ||
+ | * Data collection | ||
people/lucas_nunno/project/crit2.1413051861.txt.gz · Last modified: 2014/10/11 18:24 by lnunno