Author Topic: Civility Game Project  (Read 4076 times)

If you aren't using anything besides C++, and you have nothing more than an extremely minor description of what it might be like, kinda sorta, maybe... this game isn't going to get very far.

I'd link you the crap I've made for the hell of it if I still had it.  Even platform games are difficult to plan out and take more than a drawing and a shoddy explanation.

Our API is SFML and we are using Dropbox for file sharing and TortoiseSVN for source control, if that's what you mean. Paint.net for painting, MuseScore for composing, etc etc. The ideas is much more comprehensive in my head, I just havn't had the time to put it into words. We have a dedicated team all working together doing at least a little every day. I can only do so much at a time to present the ideas to you, but they're there. Let me ask you a question? Do you want to see this finished? Then don't say anything negative, ever. If you want a project to succeed you only give constructive criticism or positive feedback, neither of which you have done. Just because you can't finish your projects doesn't mean you have to be a richard.

Did you get my proposal for the NPC personalities?

Did you get my proposal for the NPC personalities?

No, I can't find it. What is it?

No, I can't find it. What is it?

asdf, one moment.


EDIT:
There would a handful of personality "Facets" which each NPC would have. I propose Forgiveness, How likely the character is to forgive transgressions; Aggressiveness, how aggressive the character is; Duplicity, how often the character uses trickery to het what s/he desires; Faith, how likely the character is to believe that other characters will follow through in their deals; and Frugality, how far the character will go for money/power/etc.

Each facet would be given a random value from 0-1000.

If an NPC has an exceptionally high value for a certain facet (750-1000) or an exceptionally low value (0-250), their descendants will be more likely to have a higher or lower value.

The facets that I proposed would not work in an actual game, I am only proposing them as a starting point to improve upon later.
« Last Edit: April 17, 2012, 04:08:11 PM by Firecycle »

I was most likely going to give each npc a small set of traits. Every npc would have the exact same base AI, but it would be altered a little bit for each trait.
« Last Edit: April 17, 2012, 04:14:35 PM by Sunny »

I think I'll base the AI off of research on human psychology somehow. What I mean is I don't know if those 5 facets are the core ones we humans have, I would like to research what they actually are. Idk, really.

The official five are Openness to experience, Conscientiousness, Extraversion, Agreeableness and Neuroticism.  I chose ones that would effect gameplay.

The official five are Openness to experience, Conscientiousness, Extraversion, Agreeableness and Neuroticism.  I chose ones that would effect gameplay.

I was most likely going to give each npc a small set of traits. Every npc would have the exact same base AI, but it would be altered a little bit for each trait.
See Crusader Kings II for example.

But Crusader Kings II used it more for skills, and only a little AI, I plan on using it only for AI. Skills are another story, I'm definitely not sure on what system I will decide for that.
« Last Edit: April 17, 2012, 04:22:28 PM by Sunny »

See Crusader Kings II for example.

But Crusader Kings II used it more for skills, and only a little AI, I plan on using it only for AI. Skills are another story, I'm definitely not sure on what system I will decide for that.

So traits would be binary, i.e. you either have Trait A or you do not have Trait A?

So traits would be binary, i.e. you either have Trait A or you do not have Trait A?

Yes, and there would also be opposites, which you could only have one or the other (or none, which is middle ground).

Yes, and there would also be opposites, which you could only have one or the other.

That might be a good idea, but please consider that my way has about 1000 levels of extremeness for Trait A.

I'm not trying to be argumentative, just pointing out something to keep in mind.

That might be a good idea, but please consider that my way has about 1000 levels of extremeness for Trait A.

I'm not trying to be argumentative, just pointing out something to keep in mind.

I'd rather keep it simple, something like that is very unnecessary. For example, a trait can just give you a chance of doing something. Two people with the same trait could have acted upon it a vastly different amount of times by the end of their lives due simply to chance. Thus, simulating the numerical range without having to add in the unnecessary variables.

Why are you using SFML? I get that it's object orientated, but it really just sucks. On X11 it doesn't support proper fullscreen stuff, and it doesn't actually support Unicode. I even sent the main guy a patch off to add support for Unicode window support in X11, and he rejected it. SDL 2 doesn't have all those problems.

And TortoiseSVN.. I guess that's okay if you plan on doing development by yourself.

I'd rather keep it simple, something like that is very unnecessary. For example, a trait can just give you a chance of doing something. Two people with the same trait could have acted upon it a vastly different amount of times by the end of their lives due simply to chance. Thus, simulating the numerical range without having to add in the unnecessary code.

kk.

Drat it, I'm really bad at not sounding argumentative :P

All you have to do is store 3 extra numbers for each NPC. It isn't very hard.

Also, what will gameplay be like if you chose to be a slave?  You wouldn't exactly be commanding armies and negotiating with nobility at that point.