FluffGen Update: Social Queueing

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Feels like it’s been longer than a week since I posted last but time stretches out when you’re coding I suppose. What I have for you today, my friends, is a taste of the social queueing system which took a day for me to lay out but an entire week to fail, rewrite, analyze, and debug!

Also on display is an updated version of the prior model. I updated textures, especially for the eyes which look a lot less blank and souless now. I also made wings and horns but haven’t updated the assets for changing colors yet so every fluff looks the same at the moment. Also hair styles will now be modular assets that are loaded in separately so those aren’t available yet but when they are there will be a lot more variation in the look of your fluffs!

Down below is a bit more technical information for anyone interested. Anyone who doesn’t want to hear me talk about how my code works, just take pride in knowing socialization between fluffies is underway!

Fluffies run through a string of booleans to analyze if the correct conditions are met to socialize with another fluffy. Social actions occur only when all needs physical are met and both fluffies desire interaction.

Further updates will likely include having specific friends, special friends, and offsprings that take priority in socialized interaction. This is pretty bare bones and I still need to make the fluffies actually move to the queried fluff and perform social actions but you can see them querying each other here and I think that’s pretty neat.

As always, everyone have a nice week and look forward to more updates soon!

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You have me on the edge of my seat.

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Have you considered doing a more fuzzy-logic approach to goal oriented behavior rather than a boolean table? You could have a simple state machine where a fluffy moves between a few fundamental moods like ‘bored’, ‘tired’, ‘introverted’, and each one could have a sort of transition table internally that determines what behaviors they’re likely to do when some behavior trigger tells them to do something.

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I understood nothing, but yeah man

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I like the idea. For right now I want to keep these systems relatively simple so I can keep nailing goals and continue making progress. In the future I’d like to implement fleshed out systems like you mentioned as updates.

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Fluffy logic go BRRRRRRRRR

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It’s sorta like this. Every fluffy’s brain has a number of rooms. Each room is a mood. There’s the room of boredom, the room of hungry, the room of ‘leave me alone’, and so forth. In each room is a bunch of things to do. So the room of hungry might have going to find a food source, or it might have complain to the human, things like that. Each of these things has a number that represents how likely it is for the fluffy to pick it.

So if a fluffy is bored, it might pick ‘go play’ some times, it might pick ‘find bestest friend’, or any number of things.

The fluffy also has a bunch of numbers attached to the room as well. If a fluffy is in the ‘bored’ room, but the ‘hungry’ room has a higher number, there’s a good chance that in the near future, the fluffy will move to the ‘hungry’ room, and thus its behavior is that of a hungry fluffy.

Each of these things to do depend on a number of conditions. If they want to complain to the human, but there is no human, too bad. If the hunger gets to the point where it’s eat or die, they might choose things like ‘eat da baby’ or ‘steal from another fluffy’. These behaviors, while they result in some kind of satisfaction of hunger, might also cause them to get sad, and might cause other fluffies that see it to have a lowered opinion.

Once they’ve made a decision and done something, or tried and failed, then the different values update, and the fluffy then moves to the next behavior.

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Holy shit. This sounds complex

I’m curious, can they interact with you as the player by asking for things or wanting huggies and that kind of thing? Can you interact with them?

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Will the fluffies have hair particles?

A lot of the complexity is mitigated when you take things one step at a time and build things in a way that lets you focus on the problem at hand, rather than having to consider everything at once.

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They’ll have a couple of different meshes that can be mixed and matched for unique combinations. At least that’s the plan at the moment

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At the moment you can pick them up and put them down but interaction between the player and the fluffies will be a major focus of the game

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This sounds so great so far! Keep up the awesome work!

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A part of me would love to have both hugboxer and abuseboxer options. Like to be able to pet the Fluffy or choke them depending on your mood. Cut them with a knife, pillow them, that kind of thing.

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Pillowing is going to be part of the game. Psychotic options like just going apeshit and stabbing them probably will too.

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G O O D

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Wow, the mad lad is adding a complex social system. What a boss!

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Quick question will the game run on 32bit?

This looks great man! Just don’t be tempted to do something complex without planning everything ahead to the detail.
I can speak from own experience on trying to implement a fluffy social system.

This stuff consists of a LOT of simple parts, and the mass makes it complex beyond comprehension.
I absolutely root for you. Do it and show me that it’s possible to pull off.
I failed.

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