Quote:Original post by Alpha_ProgDes
Quote:I've been thinking about ways of doing types of games like the one that you described, and those bits I bolded I think are key in making the simulation achievable. |
First of all, stop STEALING! [grin] |
Hey, I had that particular idea back in 2002. Got the documents in a filing cabinet somewhere to prove it [grin]
Quote:Quote:Now if the village sim has a relationship with the rest of the world, such as trade or diplomacy with another nation, then the system had to have a rudimentry idea of what the rest of the world is, but it probably only needs the basics. |
And this is the big WTF as far as creating such a system and then coding it. |
Exactly, and this is one area where I've been stuck for a while. If I were thinking a bit more clearly today maybe I could remember exactly how far I got to solving that - or if I were back home I could dig out those documents [smile].
I suspect I only got as far as thinking that could be done by building a knowledge database - define the world as a selection of logic statements, and keep a record of what has been decided to exist, what does not exist, and what decision could possibly be made. I think I was also toying with the idea of defining a set of possible decisions - i.e.
maybe the shiny magical sword is still stuck in the stone where you left it, but
maybe the evil witch queen stole it; we'll decide which is true when we have to. But while it all sound good in theory, actually trying implementing the thing shows how many holes there are in the theory and how damn hard the whole thing actually is!
Quote:Quote:However, this still has the problem of how to limit the content down to a manageable size. Some form of procedural generation or somehow reusing content to make the world larger than a prescripted place needs to be done, I think. Plus I think you will need to put some limit on exactly what the player can do, otherwise the scope will be too large. |
Well content was something I feel was tooo much a problem because most of what I pulled from was old Final Fantasy games, Secret of Mana and Chrono Trigger. (Notice how I could careless about what dimension the game is in) |
Yup, this is the way to go, I think. If the game is cartoonish one like the whole SNES era of RPGs then players won't be phased with all kinds of limits on what they can or can't do - heck, you can't even climb over small objects in those games [smile].
I'm actually dreaming of eventually putting this all together into a Zelda-esque or Secret of Mana-ish RPG sometime in the next few years, but I've put the interactive storytelling on hold as I work on my other game developing skills.
Quote:As far as what the character can do it is an interesting challenge. Because it could be a GTA, Animal Farm, FFVII, the Sims hybrid where you can do everything and anything. But at the same time if I want to have action A have an immediate, rippling, or future on a person, event, or place, it'll take far more foresight than "EWWWWWWWWWWW, COOOOOOOOOOOOOOOOOOL!! ok now program it. thanks." |
Oh yes, I know that from bitter experience [smile].
My instinct (i.e. not really based on any real logic) is that one of the keys to solving this is knowing the best way to "fake" the interactivity in the storytelling. Allowing complete freedom of the player, or keeping a log of every event that has happened or could possibly happen is not going to work. But by steering the player where you want him to go, keeping records of miscellaneous or certain events to make it seem like you are recording everything, that might just do it.
Of course, it's still damn hard! I suggest you track down a copy of that Interactive Storytelling book by Chris Crawford (it's listed in the books section of GameDev.Net; I think I wrote a review for it). While I don't know if the methods he listed there will help that much with what you and I are hoping for, it does provide a good background for the topic, and is nearly the only book out there.
Quote:I dub such a process "Out of Scope Interaction"TM |
Nice, I'll have to remember that [grin].