De : [email protected] [mailto:[email protected]] De la part de Xavier 
Antoviaque
Envoyé : samedi 10 juillet 2010 20:36
À : [email protected]
Objet : Re: [HackIt Bar] [Gameplay] A.I.s

 

Hi,

I've tried to start summarizing the discussions with Josselin on A.I.s on the 
wiki, to provide a reference for everyone who would be interested in 
understanding the concept without having to read all the discussions: 

 

[David] Thanks for the work ! I share the same vision for what could be the AI, 
Xav, but as a long term plan. I don’t think a message such as ‘things you own 
end up owning you’ can be implemented in the short term, especially because we 
want to develop simple gameplay mechanisms that do not innovate too much. The 
part where the AIs gain autonomy should be a second step according to me. 
First, we should build a simple economy of the game where the AIs are tools for 
the player, and where he is eager to come back every day to see them grow and 
take more ambitious actions with time. And we can still introduce the ideas of 
bigger AIs as mission providers (see below for more details).

That is why I am partisan of simplifying things and pushing for the short term, 
this way I think we can rework a pitch that we can deliver in a short amount of 
time. And I think that Aurélien’s mail is interesting because without breaking 
the overview of Xavier, it gives a glimpse of what could be the first step for 
the implementation and has interesting ideas.

I still thought it was too complicated for a first step so I discussed with 
Aurélien on possible simplification/tuning and here below is the current new 
proposition, that complements Aurélien’s mail. We can discuss it and then 
rework the overall pitch.

Aurélien’s mail and my complementary answer might seem too detail oriented but 
I think we should go a little bit in the detail of the gameplay of what would 
be the first implementation. This will help us have a clear idea of the first 
steps, summarize our thoughts and come back with a pitch in two parts : what we 
can quickly deliver, and eventually our long term plans regarding the autonomy 
of AIS.

By the way, I think this new proposal is still too complicated for our first 
step, I’m eager to discuss how it can be simplified further more.

 

·         Player :

o   Attributes of the player :

§  Number of hack points

§  Number of scan points

§  List of web sites owned

§  List of AI owned

§  Floating XP (web points in Aurélien’s mail)

o   Every successful hack from the player gives him XP that he can give to any 
of his AI (that is why I call it floating). This way, the AIs gain XP when they 
are used but the player can use  on top of that this floating XP in order to 
freely level up some of his AI.

o   The leveling for the number of hack/scan points remains the same as before 
(we can tune it but it would remain based on number of sites / PR / tags)

·         AI :

o   Attributes of the AI :

§  Attack and Defense. 

·         Simplified from Aurélien’s proposal : no more resistance, and only 
one figure for attack and one for defense. The attack points give a boost 
(according to the number of points) when the player attacks a site, and the 
defense points gives a boost (according to the number of points) when the 
player makes the AI defend one (or more) sites.

§  Passive capacity, Special capacity, Awareness. As stated in Aurélien’s mail. 
Each one of these three elements has a number attached, which represents its 
level.

§  Level and XP. A new level is gained each time a certain number of XP is 
reached

·         Each new level brings one point to the specialty of the AI 
(attack/defense/special capacity/passive)

·         Each new level brings one point that the player can spend in one of 
the four attributes (attack/defense/special capacity/passive)

·         Each new level brings one point of awareness

o   I keep the types of AI as described in Aurélien’s mail

o   How to earn new AIs

§  There are two ways to earn AIs, by succeeding in a certain mission or by 
paying for it (see below for details).

·         How do we introduce money in the game :

o   I see four things that can be bought currently :

§  Fill the hack/scan points

§  Temporary boost for AIs (increases one of its stats)

§  Buy AIs

§  Remove some micro-management. Unclear on that right now, but we could 
imagine that AIs need some daily activity to remain in good shape and that the 
player can automatize that by paying something.

o   How does the player earns money :

§  Player automatically earns a little money every day.

§  A certain number of web sites with the tag ‘bank’, when they are owned, 
provide a regular revenue

§  An AI with the ‘profitor’ type can bring money when used during an attack.

§  missions

·         Missions :

o   They are rewarded with money or with hack points or with an AI.

·         Background

o   The missions are given by ‘big’ AIs (who have gained consciousness), though 
the player might not know it at the beginning

o   The player owns ‘small’ AIs, who, at the beginning are considered as 
software tools by the player. We can imagine as mentioned that these won’t be 
tools anymore after some time in the game, though this is for a later step.

·         Mini-game, I’m partisan of something that can be accomplished very 
simply if the web site is easy to hack (5-10s), and that becomes very tricky if 
it’s Google. And where it is easy to tune the difficulty because there are 
parameters that make things easier or more difficult (AIs that are used in 
attack or in defense). I still think that Aurélien’s idea of the wheel is 
simple and efficient but I’m open to other phage wars or pipes ideas.

·         I’d leave the merge/exchange for a future step. I think we lack the 
multi tools (chat, history of what we know about players, etc)in general in the 
game to develop these multi features related to AI.

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