Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 13

Author Topic: Party House Experiment > Development on Pause  (Read 18578 times)

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Party House Experiment > Development on Pause
« on: April 30, 2010, 05:46:54 pm »

To increase my experience with AI and class interactions, I've started this experiment.

Here is what I have so far:

     - there are people
     - they have an aggression attribute
     - they have a strength attribute
     - they can keep track of who they've met
     - they can have conversations
     - people are more willing to start or join a conversation based on aggression
     - people are more likely to continue conversations based on aggression
     - people can randomly get into fights while conversing, based on aggression
     - people have a chance of knocking each other out during a fight, based on strength
     - fights and conversations can support more than two people
     - there is an entry hall, which everyone arrives at randomly until the capacity is reached
     - there is a main hall, but rooms are not connected yet, and players cannot yet travel

I'll be working on this until I get bored with it, and then I can take what I've learned and apply it to Cloud Scream.

[EDIT]:

     - people can join conversations already in motion
     - the text supports conversations of three or more people correctly

I'm trying to think up a system where people hold opinions of each other,
 and only fight if those opinions are low and they are upset.
To save on processing it will probably just be a single variable "opinion meter".

[EDIT 2]:

     - there is a "friendid" subclass where people store opinions of everyone, including themselves
     - personal opinion starts off random, but opinions of people they don't know always start at four (of ten)

I'm going to put in a system where conversations cause random bumps in the opinions of the people involved.
« Last Edit: June 25, 2010, 03:15:03 pm by Outcast Orange »
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Party House Experiment
« Reply #1 on: April 30, 2010, 08:13:46 pm »

need agility for dodging.
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Party House Experiment
« Reply #2 on: April 30, 2010, 09:18:30 pm »

Very good idea, Org!

Here are some more changes:

     - opinions can be bumped around during conversations, with a general upward curve
     - self opinions are much harder to change
     - aggressive people with low opinions of the people around them might start fights

I think I'll add in the agility thing next.
Then I'll deal with room connections and character movements.

I don't intend this to be directly interactive,
 but more like an observable experiment that can be tweaked or forced by the observer.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Party House Experiment
« Reply #3 on: April 30, 2010, 09:24:21 pm »

Also, a charisma skill.
The higher it is, maybe you can calm/break off fighters by talking, and maybe get some friends who are more likely to fight for/with you.
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Party House Experiment
« Reply #4 on: April 30, 2010, 09:35:09 pm »

I will add a "side" system, so that fights can be divided and joined.
Charisma sounds like a good variable for that sort of thing.
Calming and breaking fights will be very important.
I'm having trouble getting anyone to fight though, so it's hard to test this sort of thing.
I'll probably just twist the code temporarily for fight testing.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

  • Bay Watcher
  • 100% FRESH ♥HIPPO♥
    • View Profile
Re: Party House Experiment
« Reply #5 on: April 30, 2010, 09:46:40 pm »

This is going to be oooone interesting house party! :O
Good luck! :D

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Party House Experiment
« Reply #6 on: April 30, 2010, 10:00:08 pm »

I'm hoping that the end product will be interesting and enjoyable, sort of like a story telling device.
I intend to give the players hidden operandi eventually,
 so it can start to be sort of like Clue or Mafia.

I've added a global variable that can be adjusted for force fights to break out.
Testing is much easier.
I suppose I'll add in agility next.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Party House Experiment
« Reply #7 on: April 30, 2010, 10:04:24 pm »

Is this in a bar/tavern, or just a room?
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Party House Experiment
« Reply #8 on: April 30, 2010, 10:24:31 pm »

This is going to be oooone interesting house party! :O
Good luck! :D

Thanks!

Is this in a bar/tavern, or just a room?

I'm thinking it's some sort of mansion.

---------------------------------------------------

Here are the changes:

     - unconscious people are reported every turn, including location
     - the chance to make a knockout punch is increased by strength and decreased by enemy agility

I'm going to add the side system to the fights, so other people can be more involved.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Party House Experiment
« Reply #9 on: April 30, 2010, 10:26:09 pm »

Could it be possible to have weapons, that increase strength or something?
Later, not now. Just to see.
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Party House Experiment
« Reply #10 on: April 30, 2010, 10:37:58 pm »

Woah... lets assume these are regular people, and this is more of a social thing.
I hope that doesn't disinterest anyone.
Maybe non-lethal melee weapons would be cool though.

Changes:

     - charisma affects peoples opinion changes
     - added flavor text for self-confidence (opinion of self)
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Party House Experiment
« Reply #11 on: April 30, 2010, 10:39:22 pm »

Yeah.
Or atleast the ability to mod in weapons.
Ya know, to test out stuff.
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Party House Experiment
« Reply #12 on: April 30, 2010, 10:41:35 pm »

I think every house will have a gun or two hidden in it,
 to make things more interesting later on.

Curious characters with high perception will be more likely to notice these sorts of things.
Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Party House Experiment
« Reply #13 on: April 30, 2010, 10:42:18 pm »

Hmmm...
What happened to non-lethal?    :D
Logged

Jack_Bread

  • Bay Watcher
  • 100% FRESH ♥HIPPO♥
    • View Profile
Re: Party House Experiment
« Reply #14 on: April 30, 2010, 10:50:12 pm »

I bet they're BB guns. >_>
Pages: [1] 2 3 ... 13