Further work on documentation and thinking. Not all tests pass.
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doc/intro.md
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doc/intro.md
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@ -19,7 +19,7 @@ that I need to be able to use it to tell stories, in order to create initial
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threads of narrative from which players can start their exploration.
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Note that, by 'conflict', here, I explicitly do not mean 'killing people',
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or even 'killing non-player characters'. I have [written extensively](https://blog.journeyman.cc/2015/02/voice-acting-considered-harmful.html)
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or even 'killing non-player characters'. I have [written extensively](Voice-acting-considered-harmful.html)
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about the problem in many current video games that all too often the only
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way of interacting with non-player characters is to kill them. Killing
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people should be one of the potential ways of resolving conflicts, because
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@ -32,18 +32,18 @@ repertoire of speech.
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## Previous essays that are relevant
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* [The spread of knowledge in a large game world](https://blog.journeyman.cc/2008/04/the-spread-of-knowledge-in-large-game.html) (2008) discusses what individual non-player characters know, and how to model dynamic updates to their knowledge;
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* [The spread of knowledge in a large game world](The-spread-of-knowledge-in-a-large-game-world.html) (2008) discusses what individual non-player characters know, and how to model dynamic updates to their knowledge;
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* [Settling a game world](https://blog.journeyman.cc/2009/12/settling-game-world.html) (2009) gives rough outline of ideas about creating the environment, including modelling things like soil fertility, local building materials, and consequently local architecture;
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* [Tessellated multi-layer height map](https://blog.journeyman.cc/2013/07/tessellated-multi-layer-height-map.html) (2013) gives ideas for how a designed geography for a very large world could be stored relatively economically;
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* [Genetic Buildings](https://blog.journeyman.cc/2013/07/genetic-buildings.html) (2013) sketches algorithms which would allow procedurally-generated buildings to be site-appropriate, broadly variable and reproducable;
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* [Populating a game world](https://blog.journeyman.cc/2013/07/populating-game-world.html) (2013) provides outline algorithms for how a world can be populated, and how organic mixes of trades and crafts can be modelled;
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* [Populating a game world](Populating-a-game-world.html) (2013) provides outline algorithms for how a world can be populated, and how organic mixes of trades and crafts can be modelled;
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* [Modelling the change from rural to urban](https://blog.journeyman.cc/2013/07/modelling-change-from-rural-to-urban.html) (2013) describes the idea of procedurally modelling settlements, but it is grid-based and not particularly satisfactory and has largely been superceded in my thinking;
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* [Of pigeons, and long distance messaging in a game world]() (2013) builds on ideas about flows of information;
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* [Of pigeons, and long distance messaging in a game world](https://blog.journeyman.cc/2013/10/of-pigeons-and-long-distance-messaging.html) (2013) builds on ideas about flows of information;
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* [Modelling rural to urban, take two](https://blog.journeyman.cc/2013/10/modelling-rural-to-urban-take-two.html) (2013) revisited the idea of modelling organic settlement structures, trying to find algorithms which would naturally produce more persuasive settlement models, including further ideas on the procedural generation of buildings;
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* [More on modelling rivers](https://blog.journeyman.cc/2014/09/more-on-modelling-rivers.html) (2014) talks about modelling hydrology, with implications for soil fertility;
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* [Modelling settlement with cellular automata](https://blog.journeyman.cc/2014/08/modelling-settlement-with-cellular.html) (2014) talks about successful implementation of algorithms to model vegetative environment, human settlement and the impact of human settlement on the environment;
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* [Voice acting considered harmful](https://blog.journeyman.cc/2015/02/voice-acting-considered-harmful.html) (2015) outlines the ideas behind full speech interaction with non-player characters, and modelling what those non-player characters should be able to speak about;
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* [Baking the world](https://blog.journeyman.cc/2019/05/baking-world.html) (2019) an outline of the overall process of creating a world.
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* [Baking the world](Baking-the-world.html) (2019) an outline of the overall process of creating a world.
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## Organic and emergent game-play
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@ -183,8 +183,8 @@ easy:
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So each agent is assigned - by the dreaded random number generator - one top
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level goal when they are instantiated. I don't think it's necessary to model
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change of top level goals, although of course that does happen in real life;
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however, although each agent has one top level goal, they will have lower l
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evel 'stretch goals' also taken from this list: so at each decision point in
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however, although each agent has one top level goal, they will have lower
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level 'stretch goals' also taken from this list: so at each decision point in
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an agent's planning loop, if base level needs are satisfied and progress on
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the top level goal is blocked, actions should be chosen which progress one
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of the lower goals. Indeed, it's possible that all agents could have all
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@ -379,4 +379,4 @@ Each game day, every habitual traveller within the 'local' gossip bubble
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exchanges some items of gossip with the nearest innkeeper to their current
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location. In the second and third gossip bubbles, it's probably only more
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favoured gossip agents who do this. See
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[The spread of knowledge in a large game world](https://blog.journeyman.cc/2008/04/the-spread-of-knowledge-in-large-game.html)
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[The spread of knowledge in a large game world](The-spread-of-knowledge-in-a-large-game-world.html)
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