Hi all!.
(a very)Dark Society will be a strategic simulation where two bunch of survived peoples facing difficult situations to survive and possibly enjoy the life.
These peoples will to face the flow of the time trying to have always the food, the water and trying to improve their life and their hard initial situation.
The simulation will be literally full of events, objects and situations and sure, these 2 groups of survived peoples will face the rules of a society..
peace,war,leadership,growing the number of peoples and maybe build a better society.. or maybe to finish in ruin after a war between 2 (or more) groups..
In this version we have 10 men (divided into 2 groups)trying to survive and to face the day after day life.
Thanks to the enormous help of this forum, I could do something interesting and until now is not expected to handle someone of these simulated men. Just they live their lifes (In next versions,probably, the player can interfere with the life of these men but I don't know how for now)
I was near to use Dark IA for this project but I like to face new and hard projects so I face the problematics about to write some IA routines! ALL FUN!
I am in a really first step of programmation but I achieved some good results on IA routine about find and follow a target while dodging obstacles and about priorities and actions, world meteo, night/day etc etc etc
Here some info about:
ACTUAL VERSION :
V5.27
VISUAL WAVES
Each man have 21 visual waves to understand where obstacles/targets are, always considering the target coordinates and typology;
so they will try to find a good way to reach their goal. These visual waves are one of my biggest goal reached.
The sum of these 21 visual waves make a visual area of 170° to simulate the central view area, the side view area until the apex view area.
Each visual waves will run away from the human eyes in their right angle. Each visual waves has a life duration, a XYZ end run position and each of these waves will record all type of objects they are hitting:
a wall, a tree, an obstacle, an item like a jacket,a coconuts, a lake or another human (etc etc).
Each waves will know XYZ coords, angles and other things about the object they are hitting.
Over that, these visual waves will record a lot of other informations about man distance from an obstacle (the left side of the man, the frontal area of the man and the right side of the man too).
Again and again these visual waves will record a lot of data to make the IA MOVING BEHAVIOUR code can understand a lot of particular situations about man position, man angle, man situation according of the object is near to him and situations like how to aproach to another human or target or again to understand how to extricate from a particular obstacles scenario.
IA MOVE/WALK BEHAVIOUR
Each man have 7 methods (plus special moves) to run their optimized road to the target obviously profit by the visual waves.
Thanks to these 7 methods these humans can handle situations like outdoor situations, wide or thight obstacles too and they can use their apex visual wave to discover the target inside an house making they can change path.
The matter is really complex and sure I suffered a lot of head pain before all start to work good!
Some type of move behaviour:
1) Target reached
2) Go to target
3) Go to choosed dead view wave position (the best according to other IA calculations)
4) Apex eye see the target
5) To exit from an indoor situation
6) Faint stop
7) Rotate to 180°
And a lot of other IA code to check a lot of things..
PRIORITIES AND ACTIONS
But the real heart of this game is the list of the human priorities.
All men have a list of many theoretical (currently 17 but will be many others) priorities as hunger,thirst,sleep,urinating,doo a poo (

),other human attraction,relax,to face another human,to explore boundaries,study,hot,cold,to fix own home,to improve life,to improve security,bring food to home.
These priorities has their own score to make a classification of priorities (from the first one to the last). The score of a priority is calculated from a lot of variables..(see the next chapter)
First priority is what the man want to do.
At this point the man have an idea about what he want to do so, depending on the chosen priority, he will chose one of the actions relative to the chosen priority.
There will be a lot of available actions for each of priorities and all of these actions will be the right action according to the actual situation the man is living.
In this moment I made just 9 actions (will be a lot more!):
1) too cold, go home to warm up (eventually wear a jacket)
2) too hot, go home to take off the jacket
3) too hot, go to a water source to refresh body
4) find a right place to do a poo!
5) to drink (reaching a water source)
6) too hungry so go to nearest tree to search some coconuts and eat it there!
7) go to nearest trees to find some coconuts and carries these coconuts to home (make a pantry)
8) hungry so go to home to find some filed coconut
9) to sleep.
JUST SOME VARIABLES OF A HUMAN..
Here some of variables:
Life comfort
Charitable
Religion faith
Bravery
Aggressiveness
Body energy
Curiosity
Body temperature
Morale
Fear
Hunger
Thirst
Healt
diseases
mental stability
awareness of the world
memories arrays
These variables will influence each other in a damn complex mechanics and will influence how a simulated human will act.
From priorities to the actions.. all start here, from these variables!
WORLD AND HUMAN TEMPERATURE
The game provide a world and human temperature engine.
This engine will change the world temperature according to the months and to the time of the day or night too.
The world temperature heavly affect the human temperature with a lot of semi/scientific codes (the human temperature, obviuosly, is affected by a lot of other variables)
The inside of an house can reduce the hot of the summer (but if too hot so this mechanism will be more little) and can reduce the cold of winter (or the cold of the night).
Another example can be the fresh air of a lake that can give a bit of peace from the hot of summer! or again the heat of a fire..
These mechanism are pretty complex and I am satisfied about.
RECOGNIZE HUMANS ENGINE
Currently I making the "recognize human" code.
Really fascinating and I will put a lot of cool code to make the recognize pretty realistic.
A man see (with one of his 21 visual waves) another human.
The man will check if he know that human, if that human is a friend or an enemy or a unknown human.
The man will check if that human is his relatives (blood relative or added relative).
BUT especially the man will check if he have some brain records about that human!.
All men in this game will have their memories and these memories will give a lot of informations to the man.
These informations will make the man choose his decision for the right action to do (in front of a man or a tree or an animal etc etc).
Some examples:
I see a thief and I can escape or to face him or trying to talk with him to convince him to stop robbery ecc ecc
I see a my friend and I can avoid him or I can call him to a friendly chat.. or for a violent chat.. or I can ask help to reach some of my desired goals.
Or maybe the man have a bad memories about this friend and he decide to see this friend as an enemy. Or maybe he can fall in love for his friend.. etc etc
LEADERSHIP ENGINE
Another good code I am working in is the leadership engine.
With this engine (depending on a lot of variables) a man can be watched as a leader from other humans.. So these humans will start to obey to the man orders... or maybe these humans stop to obey when they listen an order that is too opposite to their will... (reducing the leader idea they had about the man)
The possibilities are endless.. from the born of the parties to the riots.. from the try to save my leader to the possibility to kill him if he has become different from what I would..).
LIGHT AND SHADOWS
Last good code I remember to show to you is the day/night cycle. 24h on 24h the sun moving and the lights changing the scene colors.. A good one code!.
Ok I think I listed all major features..
The possibilities are pretty infinite... as the things to add!
Here some of these things to add (and some finished):

SEASONS/DAY/NIGHT CYCLE VISUALIZATION v1.0 - 100% done

RADAR SYSTEM (visual waves) - 100% done

WORLD AND HUMAN TEMPERATURE - 100% done

FIRST STEP GRAPHICS - 100% done

FIRST INVENTARY SYSTEM - 100% done

FIRST HANDLING OBJECTS SYSTEM - 100% done

IA MOVE/WALK BEHAVIOUR v1.0 - 100% done

PRIORITIES & ACTIONS SYSTEM -
40% done

RECOGNIZE HUMANS ENGINE -
60% done

MEMORIES & ACT ENGINE -
40% done

NEW GRAPHICS - 40% done

LEADERSHIP ENGINE - 55% done

POLITICAL PARTY & GROUPS ENGINE - 25% done

MUSIC AND SOUNDS - 0% done

ADVANCED INVENTORY SYSTEM -
30% done

SOCIETY RULES & LAWS ENGINE -
25% done

FIRST FIGHT SYSTEM - 5% done

LIFE BORN AND DEAD ENGINE - 30%

RELATIVES ENGINE -
40%

WHEATER ENGINE -
70% done

NEW SEASONS/DAY/NIGHT CYCLE VISUALIZATION
100% done

a lot of other code!
The simulation provide a key (a)to randomize the obstacles angle.
Another key (d) let you to move the target cube where you want to see how the men trying to reach it.
KEYS LIST...
CAMERA CHOOSE COMMANDS:
1 = BIRD VIEW (LIKE 2D)
2 = NEAR GROUND VIEW
0 = FREE CAMERA (arrow keys to rotate camera, mouse keys to move camera)
CAMERA ZOOM (when bird view on):
left mouse button = ZOOM IN
right mouse button = ZOOM OUT
TARGET COMMANDS:
d = DEBUG WALK as next priority
up key / down key / left key / right key = MOVE TARGET
SCROLL COMMANDS:
Mouse pointer on the screen sides = VIEW SCROLL WHEN USING BIRD VIEW
DEBUG COMMANDS:
v = DEBUG 3D
SCENARIO COMMANDS:
a = RANDOMIZE OBSTACLES ANGLES
SCREEN SHOTS:
Very soon some youtube vids and a playable demo!