| Feb. 28th, 2008 @ 03:06 am Colony: Making It Happen |
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Built a little map editor, good enough that I built two test maps with it. Built a script system capable of handling situations like this... in fact I'll give verbatim the data that (if my new loading code works like the early tests show) will create a game event:
name: Raid Base Alpha coords: 4,2 trigger: event entered text: I crept into the base, looking for my friends. test: have_item CardKey failure_text: But I came up against a door I couldn't open. There's got to be a key around somewhere! success_text: After sneaking past a locked door with the card key, I found my buddy Tesla trapped in a cell, and snuck out with him. effect: new_recruit Tesla
I think it'll be that easy to place new events now.
Someone asked whether I was making an RTS, and that thought bothers me. How is this different than an RTS in turn-based mode? I'm focusing on exploration rather than combat, especially since there's no battle system in this demo, but I'm still treating characters as needy bundles of skills and stats, little better than interchangeable "units." I'd like to stand out from that line of gameplay by making the individuals more complex and unique. How, though?
One idea that seems manageable is to start implementing the base-building system, which gives the colony stats like "fun" and "comfort." Give each character a set of priorities among those stats and a set point for what they consider OK for each. Then, each turn, each character can generate text like: "Our colony is undefended! But I don't know how to do Guarding. This place is also boring. I have storytelling skill; today I'll work on improving Fun." (If a character has high standards, they'll always complain about something -- optimism vs. pessimism!) The result would be automatic allocation of labor in something resembling a bunch of individuals making their own decisions... but how much of that would the player see? If they never read that text, the effect is the same as if I just brute-forced things by saying "Labor equals people present times N; spend labor in these percentages."
Another idea is to have characters develop relationships. In some older code I'd used a dice-based system to create "friendships" that let characters help each other recover from failures. In that case you might not want to just throw a bunch of characters into a party, because A and B work well together and A hates C.
A third idea is to have some kind of memory, so that characters can say, "You haven't sent me anywhere lately" or "I was once on a mission where my friend died." Again, how would that knowledge get conveyed to the player?
In general, what would you want a simple AI character in an RPG to do, where possible actions include exploration missions, base-building, and research? |