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Living Simulation

Started by lightfoot Jul 31, 2006 at 1:26 PM 2 replies 1k views
Original Post
lightfoot
lightfoot
Heya, been a while since I posted on here but I've been planning a project for over a year now (read: wanting to implement it), and I'm starting to want to put my ideas into code. I want to build a town simulation game, or more like an island simulation. The basic idea of the game is pretty much similar to real life: stay alive. However, I'm fed up of all the violant killing games or RPG batteling and really enjoyed playing "Harvest Moon - Friends of Mineral Town" and wanted to take the idea a little further... a lot further infact. The game is set in an insland or a secluded area of land (which is quite big), there exists a "main land" or central town that has everything the players and characters could need... however, its expensive to transport all of those goods to the small town so the town decides to make all these resources itself. The area is surrounded by natual resources which has some sort of renewal system that replenishes the land), and the game is constructed of hundreds of characters that keep the island working and keep themselves alive. Each character has a job (or should do) and will wake up every morning go to work and then do playful activities). If a type of character is needed the simulation pulls a character from the "main land" to fill this roll. During this time the player or other characters on the island could take this roll too. You take on the roll of a young boy (old enough to work) who was orphaned at birth and has since come into control of a very small farm or factory. The game should be so dynamic that you could decide to toss the farm and get a job somewhere else and do something completely different. You can't leave the island because you dont have a passport and they wont let you back into the mainland and its impossible to leave no matter how hard you try... although there should be a very very vast distance between the island and the town so you could be walking for miles before you come to some sort of port. The game should contain smaller stories and missions to build your character and give the world some fun, but at each stage you must ensure you tend to the basic needs. Which are: Eat food, Goto the loo, talk to people and earn money, etc. (Kinda like the sims) Its the kind of game I've been wanting to play ever since I got into gaming back when I was a young lad. Firstly does anyone have any ideas or things they'd also like to see so I can jot this all down and has anyone ever played a game that's similar (that has quite intelligent or atleast robotic AI - i.e. the characters dont stay in the same spot for the entire game). Regards, Chris
lightfoot
lightfoot

Basic idea is to simplify everything into scripts or smaller execution blocks, all skills and tasks are broken down into steps which contribute to goals. When a character requires something, it searches its "solutions" list for possible ways to find what it needs and begings executing the solution, if the solution fails it gives it a score and tries another. Solutions are learned like skills and can be learned from books or other characters, I see "reading" being a big part of the game and introducing mini-games into the application for the player so that we can simulate the learning process. I see the solution programming being built from smaller functional blocks, parts of a solution may be learned or built from skills or from other solutions so as the characters learn new things they'll be able to solve things faster and perform other tasks.

Cooking for example, if they buy a cooking book from the shop because they have a desire to cook or are fed up of cooking the same thing, they'll learn recipies, the recipies will provide better food and hence a better score for curing hunger, the characters solution finder will decide on a solution and then begin executing it until the task is complete. The tasks and processes will have a priority system whereby - say a character needs the loo while they're cooking, a new task is added with high priority, the character stops doing what they're doing, forfils the high priority task and then resumes the next task on the list (which should be cooking). Each task can have procedures for what do when a task is being dropped or returned which are simply more blocks of tasks, while cooking a low priority task could be added to the queue to remember to turn off the cooker, this can have events associated with it so that if the cooking task is left for a long period of time the "turn cooker off" can become a high priority. If the character burns down their house, cool... we can then alter their personality so that they're scared of cooking or have a fear to fire.

As each character progresses in the simulation their behaviour should change, I want the player to have a big influence on this and also some fun with it while they're at it. Say we give characters an ability to "gossip", when they get together they could "talk" about things they've been up to or who they've met, they can pass this information as blocks of knowledge which the other characters can interpret and learn and hopefully remember, they may talk about the player and how they've been treated by the player, so that when you meet somebody new, they may have already heard about you.

The character socialising may be a little harder to implement, especially getting characters to ask other characters to perform tasks. To start with I see the characters been totally independant of each other (even at work, lol), whereby they're all working on their own specific task. The characters will tend to be pre-programmed with some sort of DNA that can be randomly generated when a new character is created. These DNA elements decide on how a character behaves and the weighting of choices they make, however, I quite like the idea of having a "nice" town where all the characters are nice to each other. This makes it more fun to be "bad" I guess.

I dont mind the characters being robotic to start with, I just dont want them stood around all day, eventually the socialising can evolve and get better but to start with I just want them to perform tasks.

Heh, I just played Lure of the tempress and noticed the characters in that game talk to each other, I really like how you can interact with the other characters and even tell them what to do, the menu system would need to be a lot nicer but I dont see that being a problem either.

Any other games out there that have a nice AI system for characters?


lightfoot
lightfoot
So long as a minimal set of responses are provided for the game it doesn't matter what happens, because of the nature of the simulation we dont have to try and control everything.

If a character gets killed, it doesn't matter (lol!), the missions and stories should be centralised around building skils and goals and they're always more characters to come from the mainland :-p (heck, didn't i say i didn't want this to be violant...)

I'd like to give the simulation the ability to balanace itself, so if you decided to go on a rampage, rules would be implemented for the local sherif to try to catch you. We may need to prevent the player from dying by simply sending them to "hospital" when they "die" like how GTA does it... and somehow penalise the player.

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