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Anonymous /vm/1816067#1838116
7/3/2025, 9:46:07 PM
>>1838090
like to pick just one very small example.
in RW if a pawn gets hungry, he eats a meal or raw food. fine. in PZ this is complicated by a number of things like the nutrition system. when is a pawn "hungry"? when he has a hunger malus? what if he's gaining enormous weight from eating all the time?
furthermore, how does the NPC in PZ get food? maybe they have some with them, otherwise they need logic to loot food from a nearby building. that itself would be a colossal task, getting the AI to identify lootable building on it's own, navigate into them, clear rooms, find food and then use it intelligently... what if they don't have a can-opener? what if they can't find any food at all?
in RW, a pawn gets hungry, they walk to the nearest most favorable edible thing and consume it. because the map is small, it doesn't really matter where this thing is on the map, it's within a short walking distance. pawns will always just beeline to their most favorite allowed food source that is available with no regard to how far away it is or even if it's in a dangerous pot. they'll walk right into a mechpod to pick up a survival meal.
i can easily see PZ NPCs walking right into zombie infested houses and getting killed while they beeline to the kitchen counter with it's protein bar you didn't even know was there.

eventually this may all be moot, maybe real AI will get so good they'll have an NPC API you plug into that will control NPCs for you, like the way they do with art and descriptions now. that would probably be more likely that coding a robust AI to deal with PZ's inventives system from scratch. just as soon as Claude can finish a game of Pokemon...