On Fri, 2010-07-30 at 15:56 +0200, david blanchard wrote:
> I did a first draft of the AI
> gameplay, http://community.hackit.cx/wiki/AI_Gameplay , inspired from
> farmville (http://community.hackit.cx/wiki/Farmville_Gameplay ) and a
> little bit from Sims too.
Good job! I'm generally ok with this gameplay, I really like it. : )
My only remarks so far are:
* It's missing some kind of external threat - maybe an AI went bad
and turned into a virus that is infecting the web?
* Missions take some time to keep the time played minimal, but
compared to FB games I think it's missing an incentive to come
back at the end of the mission (like when you have to come back
to avoid what you planted to get rotten). Maybe make players
performs something at the end of the mission? For example, he
could have to answer the quizz or hack/scan a website only at
the end of the mission.
* We need to detail the steps for a mission. For example, it could
give something like that:
* The player selects a mission on his homepage among
several (missions can be specific to given AI types - an
AI can only perform one mission at a time)
* The player discuss with the AI through the chat to get
more info about what the AI will be doing and what he
will need to do at the end of the mission
* The player waits for the AI to complete her part of the
mission
* The player perform his part of the mission, or gives the
results
* Reward is given (experience for the AI, hack/scan
points)
* We'll need to imagine the interface/representation of the AIs...
Maybe they could appear in the chat interface, with an icon
representing them like in MSN - would be nice if it's animated
I think once this is integrated to the gamedesign, it will have reached
the stage where it would be good to get it reviewed by a professional
game designer.
> There are still some missing parts, and the scope is probably too
> large for one iteration, but we can discuss the basic ideas already
> and then reduce the scope so that it fits in an iteration. For
> instance, consumable and non consumable items might not be necessary
> at this point but I added them to stick to some Sims/FV gameplay
> loops.
Yup, it's obviously too big for a one week iteration. However there is a
core part that can be fairly quick to implement, once the missions are
there.
If alpha1.3 is the mission system, alpha2.0 could immediately follow
with something like this:
* AIs representation and types/attributes/experience
* AIs added randomly to websites (an AI sits on a single website
in this version - only level 1 small AIs)
* Linking AIs to missions - AIs become the ones giving missions
and chatting with the player
* Possibility to give AIs to players through missions
* Missions require to spend hack&scan points (cost and gain
written on the missions overview, displayed on the player
homepage)
Xavier.
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