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Archived from groups: rec.games.roguelike.development (More info?)
In GH1, the PC's personal story was randomly directed but inevitably
led to a single ending. In GH2 I'm hoping to provide a randomly
selected ending as well. This brings up a problem- if the ending is
generated by semi-markov chain random selection, how to provide a
summary at the end of what the PC has accomplished?
This is my idea. Througout the game, events and PC actions will modify
three variables: Stability, Prosperity, and Justice. These variables
represent the effect the PC's actions and the core story have had on
the game world. At the end of the game, depending on whether each value
went up, went down, or stayed the same, there could be 27 different
possible endings.
Stability reflects the political climate and likelihood of war.
Prosperity represents the economic conditions and well-being of the
world. Justice represents how well the bad guys got punished and the
good guys got rewarded.
I selected these three meters to measure based on watching a whole lot
of giant robot cartoons. At the end of Macross, there's a whole lot of
stability but nt so much justice and negative prosperity. The actions
of the Knights Sabers in Bubblegum Crisis appear to negatively impact
on prosperity for the sake of justice.
What do you think?
- Joseph Hewitt
--
DeadCold>
http://www.geocities.com/pyrrho12/programming/deadcold/index.html
GearHead>
http://www.geocities.com/pyrrho12/programming/gearhead/index.html
In GH1, the PC's personal story was randomly directed but inevitably
led to a single ending. In GH2 I'm hoping to provide a randomly
selected ending as well. This brings up a problem- if the ending is
generated by semi-markov chain random selection, how to provide a
summary at the end of what the PC has accomplished?
This is my idea. Througout the game, events and PC actions will modify
three variables: Stability, Prosperity, and Justice. These variables
represent the effect the PC's actions and the core story have had on
the game world. At the end of the game, depending on whether each value
went up, went down, or stayed the same, there could be 27 different
possible endings.
Stability reflects the political climate and likelihood of war.
Prosperity represents the economic conditions and well-being of the
world. Justice represents how well the bad guys got punished and the
good guys got rewarded.
I selected these three meters to measure based on watching a whole lot
of giant robot cartoons. At the end of Macross, there's a whole lot of
stability but nt so much justice and negative prosperity. The actions
of the Knights Sabers in Bubblegum Crisis appear to negatively impact
on prosperity for the sake of justice.
What do you think?
- Joseph Hewitt
--
DeadCold>
http://www.geocities.com/pyrrho12/programming/deadcold/index.html
GearHead>
http://www.geocities.com/pyrrho12/programming/gearhead/index.html