Procedural generation based on data and not presence?
Posted: Sat Apr 13, 2019 7:51 am
Hey,
I've been reading about your package for the past couple of days and I am even thinking of getting love/hate and while I like what I see I have an important requirement which I am not sure whether or not this package will be able to satisfy. Basically I want my quests to be generated based on data and relationship(i.e. low on food, do a food quest, npc starts to hate another npc so you have a couple of quests centered on that, etc, I think you get the point). Do note that most of the npcs or data will be generated and changed procedurally. Would I be able to use the package in my intended use case? I realize that currently the quests are generated by the entities in the domain but mine is a bit more abstract (or I don't realize how to use your package in a more abstract way), since there are no i.e. npcs present on the map, they are just game objects. Do you have any tips for how to achieve this?
I have some other smaller questions:
How easy would it be to incorporate love/hate in this kind of set up to help with relationship and quest generation?
I've read that you can easily extend the package to include a failed condition... how easy would it be really( could I just send a message with a failed part in it)? How about starting other quests after finishing with like 25% percent chance of starting? How about quests with multiple branches?(I've read that it's quite hard to implement this one so I think I will figure something else)
And lastly I didn't want to start a whole new topic for this but can you ignore the love/hate ped model(don't really want people doing things based on emotion at least not rn) and just use their stats and affinity for relationships?
I've been reading about your package for the past couple of days and I am even thinking of getting love/hate and while I like what I see I have an important requirement which I am not sure whether or not this package will be able to satisfy. Basically I want my quests to be generated based on data and relationship(i.e. low on food, do a food quest, npc starts to hate another npc so you have a couple of quests centered on that, etc, I think you get the point). Do note that most of the npcs or data will be generated and changed procedurally. Would I be able to use the package in my intended use case? I realize that currently the quests are generated by the entities in the domain but mine is a bit more abstract (or I don't realize how to use your package in a more abstract way), since there are no i.e. npcs present on the map, they are just game objects. Do you have any tips for how to achieve this?
I have some other smaller questions:
How easy would it be to incorporate love/hate in this kind of set up to help with relationship and quest generation?
I've read that you can easily extend the package to include a failed condition... how easy would it be really( could I just send a message with a failed part in it)? How about starting other quests after finishing with like 25% percent chance of starting? How about quests with multiple branches?(I've read that it's quite hard to implement this one so I think I will figure something else)
And lastly I didn't want to start a whole new topic for this but can you ignore the love/hate ped model(don't really want people doing things based on emotion at least not rn) and just use their stats and affinity for relationships?