Comments on: Choreographing Behavior: 2 examples It's a small world, Mike is a colleague of mine (teaching at the same school), I am gonna let him know about your article! It’s a small world, Mike is a colleague of mine (teaching at the same school), I am gonna let him know about your article!

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By: Ste Cork/2011/03/30/choreographing-behavior-2-examples/#comment-2172 Ste Cork Thu, 31 Mar 2011 13:56:19 +0000 Very good article there are so many old games that I would love to be able to go back and take a peak behind the hood just to see how they accomplished what they did with the small amount of resources at their disposal especially when it comes to perceived intelligence(Behaviors, FSM, etc). If only there was more of that thing called time. Very good article there are so many old games that I would love to be able to go back and take a peak behind the hood just to see how they accomplished what they did with the small amount of resources at their disposal especially when it comes to perceived intelligence(Behaviors, FSM, etc). If only there was more of that thing called time.

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By: Rune Vendler /2011/03/30/choreographing-behavior-2-examples/#comment-2141 Rune Vendler  Wed, 30 Mar 2011 15:54:01 +0000 LOM was a classic. I still play it once in a while ( lasty time was about 2 years ago ), despite no sound, no onscreen movement (ever), and the now-lo-res graphics. I met Mike Singleton once on a job interview and pointed out a bug in his follow-up game 'Doomdark's revenge', where you could leave a cowardly/traitorous recruit of yours near an enemy army, then when they were converted to the other side during the night cycle if they were the last unit you had selected you could still see through their eyes next morning ( though you couldn't move other than rotating ) so it was like having a spy in their midst as long as you always remembered to select them last thing before hitting 'night'. He'd never thought of that, apparently ;-) Great days... What I'd be interested in seeing ( too lazy nowdays ) is a breakdown of the string system in Doomdarks' Revenge which presumably uses some sort of syllable-concatting algorithm to be able to logically-name the various Barbarians/Giants/Dwarfs/Fey/locations etc in a consistant way but without running out of memory in such a small footprint. LOM was a classic. I still play it once in a while ( lasty time was about 2 years ago ), despite no sound, no onscreen movement (ever), and the now-lo-res graphics. I met Mike Singleton once on a job interview and pointed out a bug in his follow-up game ‘Doomdark’s revenge’, where you could leave a cowardly/traitorous recruit of yours near an enemy army, then when they were converted to the other side during the night cycle if they were the last unit you had selected you could still see through their eyes next morning ( though you couldn’t move other than rotating ) so it was like having a spy in their midst as long as you always remembered to select them last thing before hitting ‘night’. He’d never thought of that, apparently ;-) Great days… What I’d be interested in seeing ( too lazy nowdays ) is a breakdown of the string system in Doomdarks’ Revenge which presumably uses some sort of syllable-concatting algorithm to be able to logically-name the various Barbarians/Giants/Dwarfs/Fey/locations etc in a consistant way but without running out of memory in such a small footprint.

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By: Sam Martin/2011/03/30/choreographing-behavior-2-examples/#comment-2132 Sam Martin Wed, 30 Mar 2011 11:18:50 +0000