Hey!

We're going to be trying something a little different with the blog now that things are picking back up. From now on, Daniel will be posting on Wednesdays, whereas I'll be posting on Saturdays as per usual! So now you can expect updates not only on the game front, but also on the engine front.

So,
Saturdays = Updates on We Shall Wake
Wednesdays = Updates on Insomnia

More for you to read, and more incentive for us to not be lazy and to actually get things done!

Now that the formalities are out of the way, I'd like to talk about what I've done this week now that Daniel has gone and asserted his programming dominance. Funnily enough, we joke about having a "programming rivalry" so that we'll both stay at the top of our A-Game - so these blog posts will be taking it to a whole new level. Ha!

Anyhow, this week I've done mostly diplomatic director stuff. Our artist Ricky is doing some new "artstyle" experiments with MORS, which was extremely successful:


I've been doing AI and combat work - along with my usual bugfixes. We Shall Wake was designed from the beginning to have a huge dynamic world, with equally dynamic AI to inhabit it - so I've been making placeholder models and the necessary programming to place them in the world and have all of these aspects interact with each other.


We also have a lot of factions to consider as well, such as the miners, rebels, guardians and the relationship between the MORS brothers themselves. Each faction has its own characteristics that impact how the world is built and what these interactions are - for example, miners are not nomads, so the dungeon generator builds a house for each Miner present at the very first generation of the world. However, when these miners are killed - they never respawn, unlike their houses.

What exactly do these interactions consist of, you may ask? Some of them are more mechanical, such as how the pathfinder decides how to build its paths based on what static entities are where - along with the general topography of the land. Others can be more visible, such as AI's of the same faction walking around together, talking to each other, hanging out at campsites, or visiting the graves of dead allies and friends.

Interactions are also influenced by the personality of each individual AI - as each one is given a unique DNA set that is saved permanently. This impacts small things such as an AI being impatient and running to his destination rather than walking - to whether or not a Guardian will challenge you to a battle or ignore you if you're hurt and not fit for a true duel. DNA also has values such as their stubbornness, skill at combat, social tendencies, honor, pride, bravery - and many more - which all come into play at some point in their logic systems.



Many times you can transverse the floors of Yarib, and return and see familiar faces and personalities - and that will be because they are infact the same AIs. However, a lot of the time you won't see these faces, as while you are gone, they may be killed or murdered in the midst of a transgression between the guardians and rebels.

These battles and deaths are not random either - each floor operates while you are gone, so if you were to destroy all of the guardians on the floor, and the floors bordering it, there would be no battles while you are away because its protected by its neighbors. This is what We Shall Wake wants to achieve, a world that you, as the legendary MORS 09, can change and impact.

That's all from me for this week, take care!

P.S. On an unrelated note, Siliconera wrote two articles on us, check them out!

http://www.siliconera.com/2014/09/09/shall-wake-hyper-speed-combat-metal-gear-rising/
http://www.siliconera.com/2014/09/17/shall-wakes-combat-fast-physics-engines-cant-keep/