Post by Protopop on Oct 7, 2015 22:43:22 GMT
Nimian Legends Empires - Procedural HTML5 RPG
I'm working on the procedural quest part of Nimian Legends Empires. Because a large part of the world is generated procedurally, it already has a handy backbone to ride the quests on. I'm basically expanding inside the procedural algorithm and the world gets more detailed. in this case i am able to generate procedural citizens for all the cities. But i have alot of hand made hero citizens from the Nimian lore, so ive made it possible to override the procedural stuff on a node by node basis.
For the quest generation i did a lot of thinking about how to generate quests that had impact. Decided that it is human values that drive good stories. Thankfully i already have an alignment system in place. I decided on 3 major world spheres of life: Economy, Religion, and Power&Politics. Citizens and areas have an interest in one of these spheres. And then their alignment combines with it to form their world outlook, And it's this outlook that is the basis for that particular characters quest. Because of the fractal nature of the data structure, there are already pathways to link nodes together at different levels. My aim for the story element is to use this along with generic granular sub actions (attack, fetch, raise money, bribe etc) to create a full and interesting quest that is aware of the world around it.
What's fun is seeing it working so far. I know the personalities and home cities of the major characters, so ive input them into the algorithm and overridden it in these places (the rest have procedurally create citizens). I input their alignment and sphere of interest, and their world outlook shows up in a realistic way. In one of the attached images the character of Jackdaw is honorable, tough and her sphere is the economy. So her interest is Taxes. How the particulars of her quest end up (beat up deadbeats? raise tax money?) will be up to the AdventureGen Engine:)
By populating a city with similar citizens, we get a pretty consistent set of values for that city, giving ita unique flavor. For example, In the other image these citizens are from religious, political spheres and Imperial or honorable in nature. It generated 3 characters that have outlooks of Religious rule, Crusades and Military Might. Perfectly in flavor within the crumbling religious walls of the grad city of Vandgels.
I'm working on the procedural quest part of Nimian Legends Empires. Because a large part of the world is generated procedurally, it already has a handy backbone to ride the quests on. I'm basically expanding inside the procedural algorithm and the world gets more detailed. in this case i am able to generate procedural citizens for all the cities. But i have alot of hand made hero citizens from the Nimian lore, so ive made it possible to override the procedural stuff on a node by node basis.
For the quest generation i did a lot of thinking about how to generate quests that had impact. Decided that it is human values that drive good stories. Thankfully i already have an alignment system in place. I decided on 3 major world spheres of life: Economy, Religion, and Power&Politics. Citizens and areas have an interest in one of these spheres. And then their alignment combines with it to form their world outlook, And it's this outlook that is the basis for that particular characters quest. Because of the fractal nature of the data structure, there are already pathways to link nodes together at different levels. My aim for the story element is to use this along with generic granular sub actions (attack, fetch, raise money, bribe etc) to create a full and interesting quest that is aware of the world around it.
What's fun is seeing it working so far. I know the personalities and home cities of the major characters, so ive input them into the algorithm and overridden it in these places (the rest have procedurally create citizens). I input their alignment and sphere of interest, and their world outlook shows up in a realistic way. In one of the attached images the character of Jackdaw is honorable, tough and her sphere is the economy. So her interest is Taxes. How the particulars of her quest end up (beat up deadbeats? raise tax money?) will be up to the AdventureGen Engine:)
By populating a city with similar citizens, we get a pretty consistent set of values for that city, giving ita unique flavor. For example, In the other image these citizens are from religious, political spheres and Imperial or honorable in nature. It generated 3 characters that have outlooks of Religious rule, Crusades and Military Might. Perfectly in flavor within the crumbling religious walls of the grad city of Vandgels.