I think it is ok for AI use in games for any asset or coding as long as it's not a direct clone. So inspirations and intepretations are ok. But not cloning demos and released games where it's actual stealing.
It's not like every asset and coding before AI was a masterpiece and suddenly AI made everything slop. Most of the indiegames were slops and with bad assets.
People have always complained about new tech specially when it made their supposed superiority obsolete.
eg: devs who use game engines are bad - you should write from framework level, asset packs are bad - you should draw everything by hand, etc...
I think it is ok for AI use for any asset or coding as long as it's not a direct clone. So inspirations and intepretations are ok. But not cloning demos and released games where it's actual stealing.
It's not like every asset and coding before AI was a masterpiece and suddenly AI made everything slop. Most of the indiegames were slops and with bad assets.
People have always complained about new tech specially when it made their supposed superiority obsolete.
eg: devs who use game engines are bad - you should write from framework level, asset packs are bad - you should draw everything by hand, etc...
Adding some huge bosses for every zone in the game. Should be fun. It will need large groups of players to handle it.
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@parmuzin1992 No. unless they are being attacked by others, they will keep attacking a low health player who they have a chance of killing.
this is more like those pac man monsters having simple mechanics but presented like complex mechanics, kind of thing.
Explora: When the Skitters Close In
Gave some intelligence to the creatures so they won't blindly attack players like other games.
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I'm building Explora as an MMORPG.
As an MMO it feels fun and engaging.
"RPG" is probably going to be the friends we make along the way.
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@parmuzin1992@GameTikker They have their own attacks and animations. Behaviour depends on few different things like how likely they will die fighting against you.
It's a simple evolving environment, creatures can level up by killing players and other creatures.
I can support about 120 players per zone (1KMx1KM) without worry. Max I pushed on my mac was about 250 players.
Trying to keep it around ~120 players per zone so people with low end machines can play. (FPS)
also every voxel is simulated in the server. So need to care about both.