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Automation Suggestion


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I was curious if you guys would consider ONI automation as an excuse to allow users to utilize basic programming concepts. 

This could be a neat way to do automation. Just a thought for you to consider.

- Ethernet wires only connect 2 ports (can't splice Ethernet)

- Switches can be used to provide more ports

- Basic programming language can be used to add logic to systems connected.

- Maybe a basic computer does 1 instruction per 5 seconds, while a faster one executes faster

- Programming errors result in computer damage ;)

- Future tech can be unlocked by "hacking" the computer terminals.

- If there are 15 future techs, then spread 15 computer terminals through the map for the player to find them all. (I'd suggest the the first terminal hacked always returns the first tech, etc)

Anyway, these are just some thoughts, use whatever sounds neat. :)

~ Ian

 

ONI Automation1.png

ONI Automation 2.png

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I would love such things in ONI but I feel like it would take too long and will take up too much resources to develop and maintain it. The moment you allow code execution you are going to have to think about security and user safety. Which mean from that point onwards the devs will have to spend resources to constantly check for and fix security flaws.

That's in addition to the time it would take to develop/integrate a new language and isolation/sandboxing subsystems and make it run fast enough. 

You can sandbox Lua pretty easily, and it allows for multiple sandboxes in the same thread (so each computer can be separate). 

There is also the possibility of making a super basic parser that just handles if/else/while and keep the set of possible instructions inspired by a particular language, but limited. (This could allow some neat things where attaching more things to the computer grants things like functions, variables, etc) Building a simple parser would also completly eliminate arbitrary code execution problems.

Performance wouldn't be an issue since I assume there will be an artificial limiter of seconds per operation. 

There would be time consumption in making an intellesense so that it's not blind guessing in the dark what is connected and what props/functions are available.

You are right though, it would be time consuming to implement. Just depends on the teams judgement of if it would be neat enough to justify. :)

I love programming too but we need to be realistic here. This feature would be used by a fraction of the user base, I daresay less than a few %. Nonetheless, it would tie the team up for weeks or months to incorporate said feature. It's better to focus on expanding current mechanics, not adding new (especially this kind).

 

P.S I've already seen people complaining about the complexity of the automation as is. Imagine what people would say when this gets introduced.

That's kind of the point. Klei already is trying to make users consider advanced concepts with their current automation update (AND/OR/XOR gate logic).  Before this automation update, I might have agreed, but Klei is definitely experimenting with new mechanics that add complexity for the user to master.

I'm not saying dive into recursive or advanced algorithms, just use it as a tool to teach basic concepts.

If kitchen.refrigerator.gristleBerry < 100 
     kitchen.grill.enabled = true

ONI is already shooting for a very specific audience that enjoys simulation and building efficient engines, I think this could be a neat addition. 

Ultimately up to the devs if they think it could be cool though.
 

I don't think I've seen a simulation game with actual coding tho, logic gates sure but not coding. Implementing logic gates is soo much easier than coding too

This is the only game I found with actual coding in the gameplay and everyone is already complaining it's too hard. https://screeps.com/

1 hour ago, Neotix said:

Check Autonauts game :D

There is codding similar to Scratch.

Well 2 things:

1) Game was designed with coding in mind from the start

2) Game is not released so we do not know how well it will do

 

For a game like ONI to retrofit coding this far into development would be a crazy undertaking that few devs will dare to do unless there is a significant and clear benefit for doing so. And I have yet seen an argument strong enough for such.

I wasn't argument for implementing codding into ONI. To be honest I don't want it because it would be to complex for big % of players.

I just showed you game with quite nice codding design because you stated that you never seen this kind of game.

15 minutes ago, Neotix said:

I wasn't argument for implementing codding into ONI. To be honest I don't want it because it would be to complex for big % of players.

I just showed you game with quite nice codding design because you stated that you never seen this kind of game.

k

I liked the idea at first especially after a flash back to learning BASIC when I was about 9. Never went any further with any form of programming and as others have previously commented it may be too much to be added in now, unless they have already planned for it.

 

Although the idea could make a great mod if anyone chooses to make one and it is allowed once the game is complete.

46 minutes ago, Phoenix830 said:

Although the idea could make a great mod if anyone chooses to make one and it is allowed once the game is complete.

Even for a mod this is a pretty dangerous thing, you never know if there are security flaws people could exploit or if the mod itself is safe in the first place. So if there is such a mod make sure you have a pretty good firewall/antivirus.

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