Precognition/time magic gameplay design?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
yeah i think this could be pretty rad man, i'd love to play it (:
Quote:
Original post by Atrix256
I'm gonna beat you to it. See you at E3! (hehe im teasin)
yeah i think this could be pretty rad man, i'd love to play it (:
Actually you're welcome to develop a version if you want, lol. I've always got more ideas than time and motivation to develop them.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote:I agree. It is very fascinating.
Original post by daveodonoghueHey... this is starting to sound like a good game concept.
I would consider going for auditive hints first, and enable visual information as the player gathers more acquaintance with the observed subject.
Previously "Krohm"
You have a level of AI like those found in MMO's where it calculates where the position of a character/monster will be.
Then a level of AI that controls the character's current needs.
Then a level another level with more detail and how they react with other.
The character moves through "towns" or "realms" and the detailed AI only runs on characters/monsters that enter that realm or town.
Also, it would definately need to be scripted. I cant remember the game but I remember them using a "event generator" where the AI decides when the player needs to see a major game event and then starts it running.
For this game you would make sure all the people/monsters/etc are dependant on each other like a massive settlers game (the lumberjack chops wood, the hunter hunts food etc) but with politics inserted somewhere. Then when you need to progress the story you take something away that will definately force the AI to determine a character is going to die/get hurt.
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