Blogs hosted on GarageGames.com: I have almost a hundred blogs written on GarageGames.com spanning over a decade, but here’s a sample that I think are a bit more informative than the others, especially where it concerns my AI work that grew from Epic Frontiers.
- Post GDC Posting (3/15/2010) Another GDC! More screenshots, talking about some interviews, and such. Epic Frontiers development continued to decline after this, as people on the team had life stuff to deal with (jobs, etc), and eventually, the project stopped progressing. I still have the world in the back of my mind when I think of doing things, and when I put content into Interrogative 3.0 to test it. Maybe someday…
- Looking Back… (1/4/2010) Looking to launch Epic Frontiers on a single server by the end of the year for free as content was creeped in, more screenshots, including of TunnelBreaker, a small, crappy, game I made in Torque2D, and a frighteningly long list of the expos and conferences I attended over the past year. I hustled.
- Epic Frontiers Demo Postmortem (12/14/2009) I postmortem the Epic Frontiers demo, show more screenshots, and photoshop a ferret into the infamous Kanye West/Taylor Swift debacle. Some people just needed interrupting…
- Last Push (11/11/2009) Indie project management, nice screenshots of Epic Frontiers (at this point my team was cranking out content that I was pushing into the game demo), and all of the trials and tribulations of making an MMO with jack shit for a budget.
- Crunchy Demos (10/30/2009) More about shopping Epic Frontiers around, and tinkering with the idea of renaming Interrogative to Infidel, as my ideas of opinions as a feature of AI started to take hold. As you can see, the AI is still named Interrogative, but the opinions feature continues to evolve and gain power.
- Accruing Interest at GDC Austin (9/19/2009) Some thoughts on the old GDC Austin experience, and screenshots from Epic Frontiers (not much to see in what’s supposedly a city).
- My big, fat, NPC AI… (8/3/2009) Screenshots of my extremely-colorful AI spreadsheets in Excel, showing off the personality-based AI that Interrogative 2.0 was bringing to Epic Frontiers. I don’t show the formulas, but maybe I’ll post the xls files sometime.
- Game Development Process Reviews, Part 2 (6/26/2009) A “metapostmortem” of projects gleaned from Game Developer Magazine (now Gamasutra.com). A previous blog dealt with the same, but from an indie perspective. Years later, still good information to be had.
- Epic Frontiers’ Beta GUI (5/27/2009) A more “modern” approach to using interrogatives in Interrogative 2.0, with a GUI to match. This is the (as titled) beta GUI for Epic Frontiers, as I began to demo the demo for potential publishers and investors.
- Interrogative: A new old way of interaction… (2/21/2009) Actually choosing the name Interrogative for the AI tech, and some thoughts on why I want to create AI that facilitates conversations with NPCs without excessive typing. I talk here about using “interrogatives” such as who, what, when, and where in the AI.
- NPCs, and doing AI the Cthulhu way… (2/4/2009) Rambling blog about “rolling against” personality/character traits of the NPCs in a game. Good ideas that I had fleshed out later on, and refined even more as of version 3.0 to be able to work with systems such as behavior trees and utility theory.
- Getting Crafty With It (1/21/2009) Short blog on the beginnings of the crafting system in Epic Frontiers.
- Why yes, NPCs do grow on trees… (1/12/2009) A short and fruitful experiment where I wrote some functionality to procedurally generate NPCs with varying character trait levels based on their past. Very much what I want to continue with- just on a much larger and more powerful scale.
- Talking to NPC’s… Now in 3D!!! (screenshots) (7/8/2008) Showing Interrogative 1.0 integrated into the MMO demo Epic Frontiers, which I was trying to get off the ground at the time. Note in the screenshots the slightly more generalized choices for dialog and categories. Still based on canned dialog- something not really solved until the current (3.0) version of Interrogative. Emotes count as dialog actions here (because gestures are dialog actions in real life).
- Chatting with NPC’s, and making them violent… (3/3/2008) Having the AI in the demo from the 2/21/2008 blog execute actions (in text) resulting from dialog choices.
- NPC Chat status (and screenshots!) (2/21/2008) Screenshots of the early iteration of Interrogative 1.0 done in the Torque2D game engine. Still very dialog-tree-like, but here’s where I started to see the power of predicates and knowledge levels.
- So, exactly what is there to talk about with NPC’s anyway? (1/29/2008) Some more info on the screenshots from the 1/3/2008 blog, showing some of early conversation testing. It was still pretty much “DialogTrees++” at this point.
- Here’s a little story that I’d like to tell… (1/3/2008) Around this time is when I moved on from emotions and FSM’s for character traits into a more straightforward way of going about things. So straightforward that I had started testing it in Excel.
- Plan for Ted Southard (11/3/2004) Very much the beginnings of the AI research I’ve been doing, trying to come up with an efficient and in-depth emotional model. For a while, I had concentrated on emotions rather than looking at things from a data- and action-based angle. Still, there were very interesting results, and I have some diagrams to scan in regarding this research that I still have.