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 Post subject: [Task] [timong] Create the quest/dialog system
PostPosted: 17 Jan 2011, 22:26 
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DISCIPLE
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Joined: 07 Jan 2011, 22:54
Posts: 49
Location: Budapest, HU
Steps:

solidify Game Design docs

create the abstract part

implement a simple version

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 Post subject: Re: [Task] [timong] Create the quest/dialog system
PostPosted: 13 Apr 2011, 21:04 
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Started the way around on second thought.

Quest stuff will be result of a generated set of history events. Zero day - entities start to do stuff based on their Behaviors and sampling the environment around them. That will add 'memories', 'feelings', 'diplomatic status' to the entities about other entity descriptions. (Prejudice, Plans, resulting quests as well). Events should be recorded to history which should be 'quoted' as information in non-quest dialogs as well.

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 Post subject: Re: [Task] [timong] Create the quest/dialog system
PostPosted: 15 Apr 2011, 20:34 
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Headless test history generator is now doing ecology turns. So next steps are to create a decision making into entities based on behavior/sampling environement around. Then make the choice, add it to history. Logging it. And then see how History list can serve as the basis for next turn decisions as feedback.

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 Post subject: Re: [Task] [timong] Create the quest/dialog system
PostPosted: 18 Apr 2011, 21:40 
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Joined: 07 Jan 2011, 22:54
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Location: Budapest, HU
Today's new stuff --
now EntityInstance/Fragments do split,move out of town.
TODO parts:
[ ] Add some simple moving around code for a turn, e.g a half of a town size.
[ ] Add a way to generate new plans when they meet other people. Add aggressivity (behavior)-based combats that entice low relationship levels/moods/plans
[ ] add some communication channels all through the EntityInstances/Fragments, which can 'spit out' info about plan elements/feelings/informations/known enemies etc., later
which can be interpreted into Dialogs
[ ] those bits should be recorded to journey logs of people (most probably another InformationContainer implementation for the player)
Player deeds (combats) should be fed back to Entities (positively to those with plans that are in accordance with the player deeds, negatively to those who are hurt etc.)

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 Post subject: Re: [Task] [timong] Create the quest/dialog system
PostPosted: 22 Apr 2011, 20:59 
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Joined: 07 Jan 2011, 22:54
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Location: Budapest, HU
Work continues.
- BattleCalculator with impact on entities and their relations are added on a basic but fully functional level.
- First memories to humanoid entities are injected when they get 'enctounreInfo' processing, adding the Positioning type of information to their memories. More to be added, along with HistoricalEvents of combats
http://sourceforge.net/apps/trac/javacr ... geset/2024
http://sourceforge.net/apps/trac/javacr ... geset/2025
http://sourceforge.net/apps/trac/javacr ... geset/2026
http://sourceforge.net/apps/trac/javacr ... geset/2027

Yet motivations need to be added, like conquering/destroying/neutralizing other entities. Then a way to interpret those information sets to texts of 'dialog'. Test these out, and then create some in game UIs for that, that can lead player through such dialogs within the Encounter Phase, and then after 'Information Container' view.

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