SVN just got dependencies updated and code updated to work with it. Well, it's quite quite here to say the least. Because this one bus factor project's solo dev at these times felt like he has to continue some chillout time. Promise was not much kept, the ideas about quest/dialog system was not perfected since the last posts. No excuses.
But yesterday I was kind of say...unnerved by the brainless console fight of dragon age 2. And then I told myself, hey, why don't you friggin get your ass moving and finish those few things that need to be done to get jcrpg into alpha stage... and so I cleaned the dust out of the svn directories and see what's going on in ardor3d first. Now that that's done, I should finally design that brilliant quest/motivation/society's weave generator system. So let's see...
First of all it must be quite simple. Keeping the KISS design (some of you well know it, dear readers) here as well, till we get to a gamma stage. So simple and stupid.
We need a Pattern interface. Patterns should be weighed by importance. These should be blended together into a 'Social Tension Field' so the stuff in them can kind of 'inter-lock' with each other. You should be able to get info about the 'Patterns' and how those interrelate between the different 'Entity' groups. Then you can decide yourself what you want to do. Patterns should materialize in kind of 'Quest Points' where you go and resolve Pattern related tasks. These by the way should be 'player' independent so these stuff should be accessible to other AI parties or just simply put other 'Entities' aka groups or 'Persistent Entity Members' aka NPCs. So all the stuff should be just plain generated on grand level, no pestering with small details. Let me conquer the world...in those Patterns. After all that's what you mostly want in a good ol' RPG?! Have your say.
Tuesday, 12 April 2011