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This is a big announcement that should have been made a while ago, but now that the AI is implemented on the combat testbed it can't wait.

A few months ago I approached the lead developers for the Hearts of Oak project with a proposal for collaboration. Basically to provide our combat engine to them in return for publicity, assets, and the joy of contributing to such an important piece of work.

A summary of the agreement is as follows:

 

The plan:

  • In the short term we work on integrating what we currently have of the combat engine into HoO.
    • This includes developing a basic AI (now complete).
  • Longer term we continue our development as normal, but on the side work to frequently port it to HoO with whatever modifications are needed.
  • When, inevitably, things come to an end, we leave the HoO team with the source code for the combat system as it stands at the time with a licence to do whatever is needed to it so long as it doesn't leave this specific project, become commercial (we don't have a problem with this, it would just require renegotiation obviously), etc.

The current state:

The combat engine from the testbed was passed to the HoO team a couple months ago, and integration is currently in progress. When this integration is complete we will work to bring the AI across too. Hopefully this will all be in place for their first public release.

Timescales:

HoO is a big project, particularly considering it is a volunteer effort. This means that giving accurate predictions for things is impossible, but the complete game is likely several years away. They're already a few years in now though, and I have absolute confidence this project will be a success. If you have any doubts just look at the history and reputation of the PiratesAhoy modding community.

On my end things are also similar. I don't remember if I mentioned this before but I began working as a robotics firmware engineer at Dyson a few months ago. There's minimal constraints on my game development other than time, but that time impact is significant. Additionally, a similar fate has befallen an enthusiastic second developer who hoped to join the team. So, while money is no longer a concern, development has been delayed.

There are plans in place, and progress will hopefully be faster in future than it has been the last 3 months, but still slower than was was hoped for back in summer. If I can find additional developers then all this will change, but until then we're looking long term. The HoO collaboration will save a a lot of resources for 3D art and testing, but I don't think this will completely outweigh my lack of development time.

Anyway, I hope everyone reading this is as excited about the future for HM and HoO as I am; I'm certain this will be one of the greatest undertakings of my life.

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Hunter's Moon

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AI Testbed

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Foamy's Blog

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Latest News

  • New quick status page

    See it here: Status

    I am really bad at keeping the blog up to date, and my plans have to change fairly frequently due to personal, professional, resource, and industry situation changes. This page is an attempt to have something that is quick enough to update that I am able to do it regularly. It also has very little information, so I don't have to worry about my confidence in prediction, or sharing things that are not ready. Every project that has been started will have an entry here that clearly states my current assessment of its status.

    {jcomments on}

     
  • New plans

    I think it's about time to talk about some longer term plans again. I've posted a bit about the current work on the ranged weapon interaction system, and also a bit on the HoO collaboration, but it's been a while since I said anything relating to our primary game ambitions.

    We have some new plans, but it's nothing drastic. The previous plan was to develop Hunter's Moon (the werewolves) and then using all the tech it used to build a general purpose combat simulator (GPCS, as yet unnamed). That plan heavily depended on having a year or so of solid full time development; probably funded through a kickstarter.

    Read more ...  
  • A sign of things to come

    With the musket and pistol kindly provided by the hearts of oak team all attention now focuses on the ranged weapon interaction system!

    I am super excited about this, and I think everyone will love what I've come up with.

    Time-scales are fuzzy, but hopefully not as long as it took to put the AI in place last year.

     
  • Colaboration with the Hearts of Oak team

    This is a big announcement that should have been made a while ago, but now that the AI is implemented on the combat testbed it can't wait.

    A few months ago I approached the lead developers for the Hearts of Oak project with a proposal for collaboration. Basically to provide our combat engine to them in return for publicity, assets, and the joy of contributing to such an important piece of work.

    A summary of the agreement is as follows:

     

    Read more ...  
  • Combat Testbed Updated to 1.3

    Big update with the addition of an AI bot to play against in single player! This is the first pass on the combat AI, a very important milestone.

    Full changelog:

    1.3 - 2015-01-03
    Added an AI bot for single player
        Added as a variety of the orange arena, in addition to empty, and one with training props as before
    Cosmetic improvements
        Added body tilt/lean during turning
    Fixes
        Made players collide again

    Get it here: Combat Testbed