Thoughts on using Love/Hate for a roguelike?
Posted: Wed May 05, 2021 5:19 pm
Hi Tony and everyone,
I'm developing a space roguelike prototype at the moment, which means a few things:
1) It's turn based.
2) Most of the NPCs are not in a scene at any given moment, so they don't really need to be stored as game objects, only as data.
3) Even though they're not in scene, they still have a chance to get their emotional state and relationship values updated every turn by procedural events.
At the heart of the prototype is a utility AI quest generator which will use current emotion and relationship data along with procedural templating to (hopefully) generate interesting quests.
I'm considering using Love/Hate to manage the simulation of factions, personal relationships, and emotional reactions that take place procedurally across the game world, but I wanted to get your thoughts on this use case.
I know you've talked before about customizing L/H for turn-based play by adjusting the game time. However, this is also a case where I probably wouldn't even use the built-in gameObject components, since executing a lot of the procedural stuff would happen through code which generates events and updates C# objects in the background.
Does L/H seem like a fit for this? If so, could you say a bit about how you might approach it (or at least what you might be concerned about)?
Thanks as always!
I'm developing a space roguelike prototype at the moment, which means a few things:
1) It's turn based.
2) Most of the NPCs are not in a scene at any given moment, so they don't really need to be stored as game objects, only as data.
3) Even though they're not in scene, they still have a chance to get their emotional state and relationship values updated every turn by procedural events.
At the heart of the prototype is a utility AI quest generator which will use current emotion and relationship data along with procedural templating to (hopefully) generate interesting quests.
I'm considering using Love/Hate to manage the simulation of factions, personal relationships, and emotional reactions that take place procedurally across the game world, but I wanted to get your thoughts on this use case.
I know you've talked before about customizing L/H for turn-based play by adjusting the game time. However, this is also a case where I probably wouldn't even use the built-in gameObject components, since executing a lot of the procedural stuff would happen through code which generates events and updates C# objects in the background.
Does L/H seem like a fit for this? If so, could you say a bit about how you might approach it (or at least what you might be concerned about)?
Thanks as always!