On Thu, 2010-08-05 at 16:36 +0200, david blanchard wrote: > [David] Yes we'll see, but one feeling on my side is that on a storyline > point of view, it's probably easier to have one main AI that creates a bond > with the player, maybe the first one the player meets (even if some other > AIs come in the picture quickly)
Agreed - it also fits more the Sims style of playing. But like the rest, it's hard to predict : ) > [David] Ok. For the first iteration (this is where you mentioned the > attributes), what according to you would be necessary to have (first thing > to be tested) ? Or ok I'll wait for the Sims like gameplay to come in the > picture so we can discuss it. Probably the first thing is the mood meter, which is the core brick of gameplay. I haven't finished the work on the Sims gameplay document, but a large part of it is there already: http://community.hackit.cx/wiki/Sims_3_Gameplay I've also tried to adapt it to the current document: http://community.hackit.cx/wiki/AI_Gameplay It's a quick iteration, so don't pay too much attention to the details (and the diagrams are not updated) - it's mainly to give an idea of what it could give. For simplicity purposes I've removed the parts about money, as it requires to integrate other loops that are less central, but objects/money fit very well in this type of gameplay (cf the Sims document), we shouldn't have much trouble integrating them. > [David] It could be anything, from web sites to XP that belongs to the > player and that he can distribute to the various AI he collaborates with for > instance. But my primary interrogation here is about the motivation of the > player. I'll try to explain things another way : > I see two options, 1) either the AI and the player are completely intricate > : the AI objectives are my objectives, it's like we're the same person, > then there is no need to define specific elements related to the player. 2) > but if the AI is a friend, a collegue, a accomplice or whatever, and the > player has an existence in the game (which I think is a more interesting > option), then we need the player to have his own attributes, maybe his own > XP that he can redistribute to various AI. The idea then is that he can make > arbitrations. I think this is something that should develop quite naturally - the bases for this are there (the simple fact that the AI talk to the player is already acknowledging the player's existence within the game, so the missions will include the player). However, for gameplay mechanisms, it's hard to reuse something existing that implements this directly (or we would have to use another genre than the Sims, something like the Black&White genre). I would probably leave reflexions on this for the next phase - but let me know what you think. Xavier. _______________________________________________ Hackit Bar mailing list - [email protected] Wiki: http://community.hackit.cx/ List: http://community.hackit.cx/ml/ Forum: http://community.hackit.cx/forum/ Ideas: http://community.hackit.cx/ideas/ IRC: irc://irc.freenode.net/#politis
