Brainstorming ideas

I’m going to start this thread for Brainstorming. Any ideas you may have are welcome. I’ll up date as I can, though sharing ideas is kind of in-between work and life.

The other day I was thinking about things like AI. How could a semi-AI work or be human recognizable? I told myself Legacy. AI wouldn’t be much different than learning something through habits or practices. Anything predictable becomes ether a habit or practice. And that’s when it hit me. Horror games are interesting because the influence isn’t practice or habit. It’s instinct and fear, even though you can think to predict it. Surely something similar would fit in survival as well, though would better form constructive habits and practices. The instincts of this are what I would like to detail on some. That’s because in life we build a theorem. habits =/+ practices = legacy =/+ common sense = progress. Then we can add primitive > advanced > modern +/= Progress. Now we’re looking at a bigger picture, over a long period of time = legacy. This again has to include life cycle and generations, or other problems, in order to debilitate some progress.

Tradition, culture and pass times are all used the same way, though not as indirect as a primitive system (Indirect or hidden, maybe backend, in the way the user isn’t totally aware of them. Like system tracked and controlled systems). The reason they are branched is, we need focal attention to show progress and culture. Unlike the above detailed theorem, I would like to see these parts of the colonist lives more readily (actively happening in game, while the user creates objectives or other ideals the colony will build on). The theorem is still effective, and we can use it to help us manage and manipulate when events happen, without using tedious menus (The menus are hidden and system controlled, like a check balance system. This backend will be use as the “AI”, in order to create changes the game has to offer. Then depending on the user’s responses, will progress through the advancement of those backend growth trees). The theorem is designed to reduce the menus, allowing us to educate our target audience over time so it doesn’t become overwhelming (Keeping some parts of menus hidden, will allow developers to manipulate the problems a colony faces. In turn the user will respond to problems, building legacy points and allowing the AI to select possible growth directions). Though we can add some attention to the primitive system, limiting to those primitives will help consulate what we want to mainly focus (Culture, tradition and pass times). We also have a basis to add in many unpredictable features (Survival: whether, animals, blight, enemies, ect). With this non-focal feature users can build legacy from a primitive, colonist will likewise build tradition, culture and pass times.

  1. Cultural

Culture is something interesting, in the way it breeds indifference and variables (This is why we limited each culture to Region, Resources and Primitive as a starting place). As one culture has developed, they’ve worked with limited resources and that’s been a defining factor. Each culture can have an independent purpose, allowing the progress to happen focally (each culture will be within its own respect, an independent of united efforts). The reason I am detailing this is, this breeds folk lore ingenious to a culture. That culture wants to succeed and trust it can, based on the primitives (habits and practices) they’ve built in legacy. Though will not be able to cooperate with cultures of indifference without acceptance and/or domestication. Reform and law come to mind (one culture is aggressive and the other is authoritative), this will ignite the demand for reform or acceptance. (This uses some form of unity or domestication, to create a contemporary). Which brings me too territorial. Most or all cultures will have a territorial demeanor based on, leaders they know and trust. Which I am considering the means to an end or the overall goal. Success with this theorem will include, leadership that breeds contemporary advancements, survivability of the cultures as a whole and the ability to expand without compromise.

Another cultural example is, Grim Dawn has a lot of monsters that form gangs. Those gangs represent a culture, by the details of the environment they’ve built around them (Building, clothing and speech). Parts of those gangs could be used in a limiting factor, breaking down a gang into collective details then sharing those details across many Farthest Frontier’s cultures. This allows each of Farthest Frontier’s cultures to have something in common for advancement in cooperation. An example using constellations will help. Use constellations to develop two or more cultures, based on small things they have in common, from the broken-down details mentioned above (Each constellation will be familiar in a unique way, though not the same from culture to culture). Finally, through the theorem, two or more cultures can build and develop beyond their means as one culture (what many cultures was, is now becoming a nation).

Okay instinct is simple. It’s a primitive means to survive, much like an autopilot we have naturally built into us (our beginning). Through instinct we adapt and build common sense (culturing). As we advance, and our common sense grows, we become confident and “established”. Survival may still be an active part of the game, though we can start to control problems. Making survival less of a threat and more of a practice or habit. This is how we identify achievements, building into a legacy. But where one threat isn’t adequate another may evolve or become more apparent. This is the balance. Once all things are accomplished, there must be means to advance (this is unity).

  1. Native Species

Animals are awesome in many ways. Realistically they are useful for: Cattle, leather, companionship and labor. Also, a problem because: Dangerous, limit food supply, damage colonies and spread diseases. These also lead into Mythology, this influences a healthy creativity. Children stories about monsters eating them or, the 30-point buck, creates an illustration colonist use to adapt. Colonist protecting the young and even creating the need to see those things from stories, allows for exploration and legacy, (Dream catchers, hunt teams and exploration). Which brings me to one of my goals. In Grim Dawn there are many character classes, I think with these primitive influences can rendition (Mogdrogen a shaman as a character class, built from a primitive legacy. Or, recreating a class as a group(s) of people with in the colony). Like ironing out details, flushing out abilities, elaborating or upgrading those classes. The legacy system will help to have supportive back story, creating a greater influence in progression (upgrading the colony from primitive buildings and practices). Finally allowing to show advancement in colonies over the development of classes (The people becoming advanced as does the architectures). Deities Are a important part of that and think could fit as the first leadership or hierarchy. Before allowing progression without awareness of existance.

Some animals offer resources as well, that offer success in many fields of study. Bats for example are a natural predator of bugs. Bugs eat and ruin crops, making it hard to survive. Bats eat them, helping to reduce the damage caused by bugs. Also bat guano creates nitrogen, phosphate, and potassium that fertilizes crops. Advanced uses of guano could be used for explosives. This all leads to flushing out Grim Dawns character class Demolitionist. A colony party or group could have one or several of the Demolitionist abilities, to help support advancement of the class.

Chickens are also a multiple benefit animal. They are a multiple food source, meat and eggs. Though additionally they poop fertilizer. Colonist that advance in husbandry will be able to help this advance into a profitable trade or agriculture.

Here’s a link for research supporting my Animals section. Wolverines: Behind the Myth, Alaska Department of Fish and Game

Fisher | Defenders of Wildlife

Otter Symbolism (6 Meanings) - As Spirit Animals & in Dreams (symbolismandmetaphor.com)

Apex Predators - Animal Corner

   2: Advancement 

I am starting to get closer to the overall point I am trying to make. Which in brief and simple terms is building an AI requires information to support variables. With these variables we have a system that should in the end function without human input. Then we add some of those inputs to improve things.

Less briefly. The goal is to make each colony start in a primitive form, basically limiting things to simple tasks. These simple tasks won’t require player input, this is because, one of two things. 1: Selecting starting colony type, will set itself up for a certain active role or. 2: The players available actions have not yet been determined based on any information of player activity, (Such as location). This will allow most things to play themselves, like gather and hunting (This means most simple tasks can play out, with the use of AI. Not including player required activities). These simple tasks can be identified using genre specific tasks, and the simplicity of the “colonist role” for those tasks, (Regarding RTS as an example, we have some mechanics like gather resources, uncover map and clear areas, that’ll require no more than sentries or drones to accomplish). Next is how long the primitive development will take, is up to the game options and player. This part could be skipped as a player requested skip, launching the game into a later state. It’s in my consideration that the first 45 minutes through 3 hours of game play, will be a primitive establishment of legacy. Allowing your basic colony to form some skills, and start to advance into later parts of the game with a stronger legacy. The types of things colonist will become effective in doing are things as follows (Organizing hunts, building huts, basic exploration, and have a monument). These things will help build the basis for advancement of community and traditions, that will multiply over the course of game play. As the colony advances, legacy will work like a level system. A brief example of this is as follows, Level 1 skills are granted by the game. Level 5 unlocks new skills, you must perform actively to gain exp. Level 10 unlocks another skill type, performing more efficient tasks. Level 15 you gain a new “ability” and this is advances the difficulty of tasks you can perform, not only for one skill your colony has developed, though overall usefulness of the colony. In this layout we can look at the advancement of the game, level 1-5 is the most primitive tasks, level 6-14 are gaining efficiency and the number of tasks one colonist can perform. Level 15 may involve another culture or people with new knowledge or the overall community achievement bonuses they’ve earned. It’s basically the same system intuitively, though made for advancement in a survival/city builder/civilization game type.

I am trying to say something along the line of, Can your game play itself. This means with complex mechanics and time; will the AI be able to play itself up to the limits of a single colony. If yes, can the game advance beyond, including the multi-colony civilization. If yes, can the game accomplish all technology advancements. If so, then we need balance for difficulty. I’d think if the game can accomplish totally the things the game has to offer, we can start to look at difficulty. If the games AI can accomplish in every 1 game of 100, it’s going to be hard. But if the AI can accomplish 100% of with the game has to offer 100% of the time, it’ll be an easy game. If it can 100% of the time, accomplish that 100% goal, we need to add problems. In other post I haven’t neglected that.

Now if we have AI, the question then is. What menus are important enough, to manipulate AI and what menus are easily replaced by AI. Finally what menus are needed because AI can’t.

The primitive creates a logic to populating the colony, create a passive level system and stylized culture. Though I’m not outright saying sex needs to happen, in order to increase population, I am also not saying we can’t just hire units as we need them. Well now I am :rofl: But I believe in order to create a live able and believe setting within the game, we’ll need some logic to support procreation. And also a means to advance through legacy (the hand me down theory), the believable developmental progress that is legacy.

P.s. In regard to RTS. Taking the essentials and turning them into AI, allowing players to focus on more important tasks. Leaving the most basic tasks use an autopilot, based on player preference.

Another cool idea is, Grim Dawn offers a large range of industry and culture. With this game being developed you could plot a system that, offers benefits through quest lines or story missions. Such as helping a colony to advance, with a reward of better gun powder or explosives, better armor or weapons and better buffs from food porn. The point is advance a colony, benefit from colony and win the game. Developing character for another game or rendition those characters, telling a deeper supportive story that’s fully functional and logic. Reducing the overuse of flashy FX, for a cleaner and better overall representation of your game.

Modes. I need an idea how to distinguish modes. I was thinking something like, single colonist tasks, grouping tasks and loyal companions will all have something in common, as to allow pets some active AI routines. Hunters with pets build legacy loyalty. Over the generations of loyalty, subject is gained across many fields. Obedience is mastered and loyalty is gained, with actions of any given field of subject. Though there are times the applied field may obscure into another, allowing development of new fields of study. Cannot select field outside primitive means without legacy gained, and advancements unobscured first. Subjects may become apparent through obscurity of primitive, then skilled legacy allowing advancement to unlock or level into active roles or routines. Hence the use of primitive ways, insuring advancements in the right of legacy. Through the theorem, subjects are gained as earned, with the passive level system.

Example

Assume gatherer is another mode, same rules as hunter. Each subject has skills and legacy to advance the subject like a career. Parties or groups of each subject advances in its own right. Combine both subject fields: Form parties of colonist with all skill sets, to accomplish more in routine. Autopilot is still active in such groups, allowing combined groups to accomplish more. Each subject field has a strict rule set, the autopilot can provide advantages with the legacy support. These parties maybe controlled or automated based on user preference, additionally to the primitive systems AI activity. And through this type of advancement, players will be rewarded. The reward is shown in the legend below.

Legend:
Survival = early/primitive. becomes easier.
Combative = advanced/modern/controlled. Allowing menu use for advanced feature. Such as group effort = success with legacy support. Stories make colonist confident they will succeed.
Defensive = advance/modern/united. Allowing menu use for advanced feature. As stated above, teams will gain confidence with successes.

The legend shows combat and defense as its own career. This is important because, each will advance separately, allowing menu manipulations for AI and situational use, based on each alone. Though will allow advancement for combining the careers in later advancements.

Types of cultural technology.

Bells: Using sand to create a mold to pore molten iron into, forming the shape of a bell.

Dream Catchers: Creating a circular or round type shape from bone, horns, tree branches, then wrapping web like twine, silk, wool or other materiel to fill circular or round shape and finally adding wards of fathers or gemstones to hang from the structure.

Crosses: Form from clay or metal, wood or wax, into a cross shape.

Flags: Fabrics used with dye distinguishing and identifying a colony.

Statues: Clay or wood shaped like a person or thing.

Shrines: Used for praying or gatherings.

Sorry for the sloppy setup. I will clean it up maybe.

 Combat

I am trying to find a way to explain this, as though it were integrated into many parts of the game. With examples that compliment story, derive from nature and advance as legacy/developments

Throughout millennia, we have taken examples from many things. One major thing is animals, as a primitive example, leading into more advanced observations. We have watched them to learn, how they act and react, what they do and how they civilize. Like Wolves hunt in packs, Wolverines track their pray. How bees collect honey, ants build homes. I think you’re starting to get the point. Observing this activity in the field, will be a major story telling influence, throughout many cultures and legacies. The goal is with the legacy system, to offer colonist means to develop and advance. Many of the combative observations made in this way, will be interesting to detail because, the threat is observed before it’s assumed. I think combative skills based on their region, will be something culturing because some wildlife is not only unique to that region, but also has influences across many regions. With uniquely regional culturing, we can develop means to create conflict. This will be a passive system we can upgrade, to an active system using the few influences that are common across the whole of the land. With advancement (remember the primitive = passive and that advance = control logic), we can start to build a system of law or rule, colonist from many regions agree or disagree with. Proximity offers an advantage here, as colonist develop through the primitive system, they become an influence that can rebel or support a system. With proximity we can temporarily activate a skill or opinion, within the colony or even based on a greater reach. As colonist learn from a species of animal, we have a basis to develop those short reach effects acting as proximity. With field experience the animals or species that are not limited to one region, give us a basis to have greater proximity. This will become “the system” (controlled), allowing colonist to use a greater proximity of influences. Just like being active in the field, the more they encounter these animals, the more they learn. The greater the territory of the species, the greater the proximity. The more they use this influence, the more proficient they are with it. This will help regulate the speed of development, and the success of advancement. And we can use this logic for more than combat as I have detailed. Furthermore, we can apply this to tracking, trapping and hunting, effecting colonies outside their cultural origins. Thus, having a reason for the system to track many aspects of adaptation, resource use and effects on the greater proximity. Leading to cause and effect of the influence a colony creates. And this is important to the next part.

Proximity 

In my opinion, this is the most difficult part of development. The reason is, everything in the is connected to this, and I wouldn’t want to deliver a disappointing product. Making sure there’s enough content and progression, is a challenge and I think this kind of system will fulfill that. Again, not without difficulty.

Mobility, combat, resources, crafting, social, ect, all need to have a place or purpose. With the legacy system there’ll be means to track and save progress, on many different levels of the system. The goal is making sure every activity has some kind of tracking batched to it, so the legacy system can make advancements to that activity. This includes story and that’s most likely the most interesting part. Developing changes in dialog and the maturity of stories throughout the legacy of a colony, will be one major way to identify progress. Kind of like starting a pathological game (Strict path), that opens the gameplay and world to free-roaming. The point is everything availed to the player, is something limited by culture, before allowing expanded skills, ability and territory. To achieve this, we limit colonists to a proximity mechanic, telling them when in proximity if something is of interest, weather they are capable of using that or not and how well they can perform that task. The mechanic will give them a few functional uses, while within that proximity. This includes as an example, climbing a rock. When they climb the rock, they can see farther, spotting resources or game to hunt. Another example, mining spot for resources will be a skill level ability, with many resources available to gather, though some limited by colonist skill level to collect.

Example I am a colonist exploring the region for resources, I have known this land for years. I can assume where to go for target resources and have a good idea where to find more obscure resources. As I approach resources, I will have in my skill bar the ability to collect resources. Furthermore, as I meet requirements, I am able to collect resources that require tools or for better results from resources field. I am able to collect more from one field or the rarer feature, to collect precious resources others may not.

Same goes for combat, as I approach a threat, I can combat with it. Though, if I meet requirements, I can use the skill provided by the proximity detector. Depending on the skill associated to the threat, how well I know the threat, I can combat the threat with ease or difficulty. Certainly, there are some skills, the requirements are none. And we need these skills, as a basis to begin our journey.

Another example, I am exploring and meat :wink: with another person from a different colony. Their people don’t speak our language, though we attempt to communicate. We use the landmarks or other available resources to communicate (earth, land, sea and sky. Assume resources, plant and animal life are land or the respected environment of life). First encounters are normally difficult, though with more communication and activity with these different colonies, we can expect there’ll be some success in establishing relations.

The logic of this, to create a passive skill level, that advances into a proficient use of skill. Furthermore, replacing/upgrading primitive skills, with advanced form of the skill will be explained next. Using a randomize loot drop type system, based on information from legacy, will help identify the skill of the colonists, then reduce the amount of randomness using the legacy system. The goal of this is to advance beyond primitive survival restrictions, into an advanced cultural adaptation. Also, this will allow any colonist to do anything the region, colony or game provided them, so that they may advance the legacy system. Which in turn means more colonists will be able to accomplish those advancements more commonly.

 Characters

There is no character specifically designed for the primitive system, in the most early stage. That means only with development, will “Named” characters be born. Using the random loot quality system, we can reproduce “Named” characters to a role defined by the legacy. (Example: We’ve developed means to black smith, though have no defined “Named” character for that role). Instead the role is filled with the “Autopilot” or “AI” system based on the primitive architecture. When the “Named” character is born, they’ll be granted a few amenities, including a home with upgrade for their role, tools and resources to fulfill their role. This is not to replace the community role, only to be advanced and additional form of it. (Example: We have a blacksmith station, though “Named” character also built one for personal use). And the “Named” character will be able to create or do things exceptionally within that role. (Example: The quality of blacksmithing is based on legacy and “Named” character upgrades. Magical, rare, set or legendary quality upgrades). This logic can apply to all skilled trades, with an exception of managing or leadership roles. Being you maybe allowed to create a character at some advanced point in the game, to fill exception roles. The benefits these “Named” character offer the colony, to be determined. Furthermore, stories can be applied with the coming of “Named” characters. This is beyond or deeper story telling, then common tongue of the colonist.

Here I am trying to say, every colonist doesn’t need to have an assigned specific role, based on their skills set. The legacy system is shared, so all colonist unless they’re a “Named” character, can benefit from. This is how we (The end user) identify progression in the game, allowing limited use of a priority system, until advanced technology becomes available. In which there’ll be “named” colonists we will be able to prioritize for our use, using menus based on their skills.


Also, market sales being automated based on food storage and spoilage maybe nice.

Anybody else have any ideas about how civilization maybe formed through any means?

Do you want a simulation that runs on its own, or is there something for the player left to do?

What would these tasks be?

No, I am thinking to prioritize things the player won’t do, in order to make a list of as many as I can. This way I have something to work with, that all plays a apart of the whole. I can then hide the menu used for selecting and macro setup, leaving what I think I need the player to start with. Then the player develops the colony, unlocking the options as they progress.

The idea is a testing system. That could be used as a PvsAI Player vs AI. Then reformed for the player, as development progresses.

1: In order to test difficulty and create simulations for difficulty the game must be able to play itself. To validate the effectiveness of the AI before release.

2: During colony development having s culture(s) on screen on autopilot, allowing observation for inspection: Looking for flaws or debugging things that could be the cause of catastrophic failure. Inspire perspective creativity as informed development using the game as the source information.

3: What players can develop legacy or “management skills” into selectable tasks on autopilot.

Important tasks will be building, securing the area and making sure colonist are building a legacy together.

1: Could be any task. Though it’s in my thinking the simple tedious tasks and most predicable tasks.

Example:
1: Nightsoil collectors would be something to streamlined (of course this could be used as punishment, for those not so well-behaved colonists. I can imagine the dialog that comes with that).
2: Resources collection of say large amounts and common use.
3: Could be tasks that you’ve unlocked and have a high failure rate, allowing colonist practice of tasks (though these would have to be storable quantities).
4: Training of soldiers (for patrols or guard posts).
5: field training (though would have to be in “safe zone, or proximity”). Field training could be pulling weeds, harvesting crops and plot making of large areas (training to create proficiency and legacy will be gained through sharing responsibility. Like building a common sense with the commonwealth).
6: Eventually traditions or holidays that colonist have developed or the course of their lives (carrying on tradition handed down generation to generation. This is how legacy works, that allowing the culture to have a unique skill set beneficial for monetization).

P.s I’m also thinking about some software I was learning to use (Zbrush). I always had a reference on screen, inspiring creative ideas. This helped me to practice using the tool. The AI being able to play itself, could be on screen as an inspiration, helping to maintain development goals. Imagine a lobby or lunchroom, it’s there inspiring.

Also I was thinking much of the automated tasks could be supported and supplemented by dialog. Giving the user an idea that community is active and flourishing. My favorite example of something similar is in Diablo 3, explanations of monster type from Zoltan Kulle and Deckard Cain. There are many in that game, to keep the player listening and learning.

I doubt a pure testing system is worth the effort. It will probably be lean towards the developers’ preferred strategy and not be able to simulate other types of players.

Sounds like recording a macro. Are there games, which have managed to pull this off well?

Or simply let the game handle tedious tasks by default? Given your list of examples I wonder what you would like to customize. How to run from place to place, how to use your weapon, and how to plow a field?

Generally speaking why would you implement mechanics, which the player will stop using them after a while? If they are fun, players want to keep using them. And isn’t part of these games to have micro and macro gameplay elements?


It seems you got carried away when replying and answered the opposite of my second question :wink:

On the developer’s side, it works as a data base of multiple information. It’s like taking all developed information and managing for best use. Then making sure it works through viewing it in action. Then reforming the method into a mode or setting. It’s good to have the tools than not. I think they have the means, to create an objective and follow it through. Just trying to help inspire ideas to accomplish a goal. Who know maybe they’ve forgot something and need a reminder.

Kind of like a macro only native. A system needs to be developed, using legacy information to flush out problems and fine tune objects in order to get a result. So, in a sense yes like a macro that’s super charged and streamlined as object.

I don’t do programming though interested in it. So, I have read some interesting types of languages, that could accomplish some interesting things. Like developing C, C+ and C++, using C# to manipulate is the kind of thinking I have about it so far. Plus winforms and sql are also something I have been reading a little about. Trying to get an idea of how and what types of things I would try to accomplish. Though not sure what language to use.

(I am thinking along the lines of colonist have an instinct for these tasks).
Personally, I don’t think I would be customizing anything. More like the game has (y) number of tasks, the player has (x) available to them. (z) is the goal of the developer’s representation of the game. And to accomplish (z), I would think to have all available information ready and easy to read, in order to discern many outcomes within the constraint of (x)'s and (y)'s total potential. This is an attempt to find or create the best representation of the game, before releasing and fixing it. Then maybe with an advanced colony or civilization, the custom effects could be applied through a menu check list or the like.

Yes, in general you’ll want to remove, replace or upgrade mechanics. This is because you’re a primitive culture, facing all the frustrations of a primitive. Once you’ve developed beyond the primitive means, you’ll know how and why there’s a better way to do thing.

The idea is to use a mechanic until you’ve adapted it. Much like a skill tree, you unlock skills and use them. Though after you’ve used them enough times, you can optionally apply them to a autopilot. This isn’t in the sense of character development, as it’ll a common task for colonist. Anything a colonist maybe require to do, inside a safe zone of colony. Active game play may have similar uses, though I haven’t really done any detail about character/hero development beyond the primitive idea of it.

Or alternatively using a skill enough times, builds exp to unlock another skill. That skill will have to be used correctly or proficiently enough times, to unlock an upgraded skill or upgrade to that skill, allowing the obsolete skill to be automatically applied to the advancement (like example adding cold or fire damage to an attack. Like sowing or harvesting allows greater yields). I am applying this to activities that wouldn’t normally be used, other than character skills or abilities (meaning by the player, as an enhancement that’s applied automatically).

And Yes reducing menus to reduce tasks that are most common (primitive). The idea is to make it limiting as to allow structuring, though no option for advancement without accomplishment.

Example 1. Say your game has a total of 150 different resource types in the game. You colony location offers 15 of those, and you need 5 most commonly. You can create a priority to take some action, direct colonist to collect the other 10. Once they have collected those 10, automatically they’ll return to collecting the autopilot resources. Hense limiting tedious gameplay and menus. Reapply that theory to any or all primitive tasks, that have similar criteria. This is a legacy that can be elaborated, for advancement later. Allowing colonist to automatically fill the need, in order to build or make things. Though with a leadership legacy, you’ll have the ability to gather a group of colonist to accomplish the task faster.

I wouldn’t think to micro any of the basic needs of a colony. Though maybe for combat, micro battles would be wise.

Not sure, though it can be developed. It’ll take some time and legacy information, in order to make it work to satisfaction.

Also, I am assuming they are making a game. Not sure what kind or the direction. Though thought it would be fun to theory craft about it.

You have posted in the Farthest Frontier forum. Crate announced it to be released this year. They have also been working on an RTS and a horror survival game. Which game have we been talking about?

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I guess an all-in-one Kappa Yeah, I didn’t know about the others. Mean while I was thinking ambitiously, like I think they can accomplish anything. One step ahead of me on that. Truth is some elements from each, to develop out each for the best. Besting themselves each time.

I have played a lot of video games and try to offer ideas, I don’t think any single game has done. That way they maintain that unique legacy that is CRATE Entertainment.

Also, I have this idea about a story game, that tells a story in a builder game setting. So, I thought if I share my ideas, I could flush out my idea a bit better. Though my characters are a bit more inspired by DoTA/HOTs style gameplay expanded. My favorite character is Orphia. Nightmare Princess is awesome!

This. Right now I feel I am lacking the context of your ideas, which is why I doubt they will work. Can you elaborate on how the player interacts with the game?


I agree that mixing ideas and genres has a huge potential. Or it might fail miserably… TY for making me rewatch this:

Yeah, I can agree. I suppose one thing I don’t commonly tell people I think about is, my idea of Multiplatform is something I think about differently than it is in the development world. I reformed this idea. My idea is multiplatform = multi-genre also = multi-control types. The goal is to avoid cloning games, to inspire creative progress in the game world. Develop things that require a solution uncommon to the business structure world. And attempt risky developments, to prove there’s a way to improve gameplay.

Example of a problem I think many companies have.

A company has been building a game that’s base audience is controller fighter/brawler, so they made melee characters.

These characters are deigned to work for the controller using AI targeting systems, skills and button combinations all for melee, it’s a lot of work. Now they want to add ranged characters because as the developed, they had a lot of inspiration and ideas for ranged. The problem is the characters their testing, are not working well on controllers. They need a solution. They know their ranged characters work really well on keyboard and mouse, testing was a hit in the community. The problem is if they want to release the ranged characters, they’ll have to add support for keyboard and mouse. So, they agreed they’ll release the characters, but they’ll do so for K/M. Not all characters are supported by keyboard and mouse, and that could be misleading to the customer. Not all characters are fun with controller or keyboard and mouse, and that’s not a good representation of their game. Nether is releasing a game the requires two separate control types for characters. Though they did what’s best, for the goal they were trying to accomplish.

The company knows what problems this could create. So, clearly identify they are releasing character, using two different control requirements. But some of the customers didn’t like that, and they complained and asked for refunds. The company lost money, even with customer stating, the game plays very well, and unique game style keeps me playing. But the companies still failing because they tried something risky and fresh. What could they have done differently to accomplish their goal to improve the public image and success?

Personally, I think nothing could have been done differently, to accomplish their best image. But now they have some loyal customers, trusting them to do the best at what they do.

The same kind of example can be made for multi-genre games. Information becomes misleading and customer are accustomed to genre strict games. What’s the solution? Identifying to the customer what their selling you, is one way.

Developing things that don’t work because they aren’t supported by the system only means to develop systems that support the extended needs of the developers. It takes time and effort, and we can’t promise these things will be released to the public Ever. And that’s not what employees or companies want. I think what I am trying to say, I want to think of ways to break the line. The dependencies that have been developed into the industry are old and getting boring and that’s not good for the industry. There has to be means that change rules and ideas of the customer, in order to achieve our goals without punish or damaging repercussion.

Okay now imagine a less extreme example with the same problems. The cost will be less, and the repercussion will be lessened as well. All because the common genre dependency. I mean doing multi-genre risky types will be intuitive still, there for less damaging to a reputation. Because it’s harder to distinguish the problem and, harder to exploit it because it’s intuitive.

P.s

I didn’t watch the video, though I saw enough to ask. Is that the curse? And at any point are you stuck in that desert? If yes, is the problem, you need to be able to make visual adaptations? Or need visual support to make logical adaptations? If so, studies of cultures may help. My cultural sections are assuming you’ve learned about cultures and can adapt them to a video game. Studies of Native species will help because again, I assume you’ve some reference to native species. Studies of RTS, ARPG, CRPG and survival games again will help, as I assume you’ve knowledge of those. I think that the context is assumed, leaving the work up to you, in order to accomplish something. What that something is, is interesting to me. Like trusting you’ll do a good job. Unpromised like faith.

Is the problem cope write laws? I was hoping to inspire ways that haven’t been developed, to avoid consideration of that. Multi-genre development could help to prove that. I’m not currently working for a company who holds any sort of copy write or intellectual right over me.

There is no context. It’s freeform ideas that requires work. I mean if I gave you too much information, I might as well do the work myself. I would protect that idea, develop it and release it. Instead, I am trying to think creatively that might remind or inspire, to accomplish something I hope to enjoy without spoiling it. In other words, I don’ think, I would play my own game. Not because it’s bad, because I know it to well.

Imagine a CPU has limits. Like the core logic each CPU has, is predefined to accomplish one goal and complement that goal. Imagine the complexity is growing, so it can be complimented in more ways. Adding other services means, more complimenting of that one goal. What goal do I build, if I’m limited to one? Now think a genre is that limit, predefined by history. Development has supported/complimented that development. What genre do I develop? Now the context is changing what genre I goal, in order to make an impression. That impression will compliment that goal, and with time it’ll have support to optimize the complimentary. Will I work on the same goal, using the new tech? Or will I redefine my goal, to develop the next generation of supportive features, complimentary to the legacy. Allowing the legacy to continue, strictly because complexity has allowed me too? We use the same code and systems to do so many different things, and define them by supportive means. Each genre is built differently on a logical level, then clones are complimenting them uniquely. This allows faster development and deployment. Though we suffer from having vary similar core logics, driving the sales. How then do we change the logic, allowing for a new genre to be born?

I think that’s what I am trying to say. In order to accomplish the goal, it’ll have to increase complexity of the core logic. This mean shallow multi-genre establishment, to increase the complexity. Then relying on supportive/complimentary means to make it stand out equal in depth. Hence the impression. But the tools have to be developed, in order to see the way to unite them.

Example:

I need a Text editor with multiple search criteria (search across multiple documents, and/or the same documents multiple times independently. It can open as many as is needed, to accomplish its goal).

The goal is to create a text editor that can cross check using a search engine for words, colors, tabs, ect. To get the most correct information. The search engine will use AI to know what the key words relate. And will need to be able to provide the reference source, in a left side panel as a link.

Next

The goal is to be able to batch many informations, relating to a common shared key word. (Like having characters that use similar parts / skills / cultural information / ect). And to be able to get that information easily and quickly. Then be able to display most relevant information.

Next

The goal is to streamline the app, with a logical outcome. (Like story telling based on a key word(s) alone).

This is the type of development I was detailing. Limiting details between cultures, so something is shared in common. In order to tell parts of a story from each culture, to create a complete and new story. Like modular story telling.

Also, I am missing something. I know what it is like on the tip of my tongue. Something about coding.

So, do I use an MDI and SQL or can I setup a IDE to accomplish that? What types of tools does that take?

Then the Languages I need C# and C++? Java?

It’ll be organized at least.

It’s like seeing that desert and realizing you can procrastinate going there. But is the thing you’re procrastinating with getting anything done.

Me: No

You: How many bosses do I need?

Is this a joke?

        Answer

Truth is, it’s a riddle.

Professional answer to production. Example says no, you professionally/procrastinate success. Driving production by any means, logical to the goal because, you don’t want to be like the example.

A goal. A direction. A motive. A second motive. and a result.

If I asked 10 people to use that breakdown, to create a story. I would get 10 completely different stories. Though I would have 10 goals and directions, 20 motives and 10 results, none of it would be in common. There are 50 predictable pieces of information, I could organize into something new, because it uses the same breakdown as prediction. I could than ask 10 more people for the same thing, filling production demand. I add rules like, timeframe, culture, location, politics, government type, ect. I would than get stories closer to a common goal, though not the same story. I could again organize that into something, with a more logic and coherence. With enough production information, I believe it’s possible to create the theorem I detail above. With an AI behind it, finding all the things I need to make it modular.

It’s like this now I’ve posted enough.

The idea is to redefine a genre.

The genre is popular, and it’ll be safe to develop, ensuring an audience. But to accomplish the same things the genre has, in a new and fresh ways isn’t enough. It needs to be redeveloped, to accomplish those new and fresh ways. Though how to explain it, so the tools and production can make it real was my goal.

And I assume Crate uses proprietary, so it’s good for the legacy.

The idea of the text editor is an example, that can be used for FX or other assets as well. It’s a tool to keep a lot of information organized and easy to use and access. So, when you’ve got a lot of information, you can plot solutions in engine hopefully easier.

It’s like this, when you’re in production and have a ton of things to look at. Looking for a solution isn’t easy. You know what the problem is, though need to create a new asset and clean up others, to reach your goal. Though you have to search through a huge list of stuff, to get to your subject. Making a tool that gets it for you and all its sources will help.

I think the context is, this is more programming than other things. I am aiming for programming to build tools, in order to accomplish something. What it is they’ll accomplish isn’t what I am detailing. More like giving ideas, so the tools and logic is creatively active.

I could aim more for a visual. Like my post about colonist creating problems with crops. The truth is urea is found in urine and it’s used as fertilizer, not as urine though a refined product. The idea is that too much urine will damage the plants with salts and urea, cause a blighted crop. The problem is there, what does the colony do to solve it. What they can find is urea is a fertilizer, allowing them success in growing greater yielding crops. They’ll need to develop means to refining the urine, in order to narrow down what’s allowing them to grow greater crops. Finally, the goal of advancement in technology, using test tubes and beakers to refine the urea and use it for growth. This will help support the colony, and progress into further advancements.

The source Weed Level - #50 by Anthoirty

It’s an example to inspire other ideas, that can be influential in a developing colony. With enough of these ideas, you could say there are many different cultures with something each has to offer. Further developing the modern technology of the country or world, using political and governing practices across many uniting colonies. A progression we see in the builder/civilization games, in a different direction. Just a different way to approach and progress, as if they didn’t need a governing influence to succeed as an independent colony. Other games use management, politics and governing to approach these things, with trade agreements and menus, lacking the details that get those tasks done. I thought to attempt to reform that idea, into something actively guided with AI storytelling, detailing the advancements in short. Then we can offer the player those management or political tools as options later. As if they’ve made sure to advance the technology so they know what they’re doing with it, before allowing them to advance is means to guide the next advancement (Like some games offer %100 completion, with side quests only with advancements). Hence playing the advancements real time, with the colony they’ve built throughout their game.

He’s an idea. A family is living in a house, it has a straw roof. Their daughter is getting sick, nobody knows why. When she’s at a friend’s she feels better. She tells her dad she feels sick when she smells something at home. Her friends and her dad work together to figure out the cause of the problem. Her friends Dad changed the straw on the roof and together they noticed the different smell because of it. They change the roof, and she feels better. They’ve learned something, that’ll be used again and again until they make a new solution to the problem.

This could be displayed as chat boxes, saying things to each other, telling a short story. Much like gossip around town, telling parts of a story or trying to tell the player something. These things don’t need to be done by the player, simply need to be happening. I think AI could accomplish this plenty well, until later advancements when the game becomes more political and governed. Nothing to big, though with a point. And will require priority settings, the player won’t need to manipulate. Allowing the AI to change the main focus, setting the current priority, based on importance to the colony. Short stories, gossips and dangers as an example, would be easy to prioritize. Dangers would be priority, warning the player to react, short stories could inform players there’s a potential advancement, and gossip will tell the player there’s a need for something.

Another one of these ideas, based on a comment I made. You can find the comment here. Diseases - #8 by Anthoirty

Animals have been digging up corpses and eating them. Gossip around town in the direction of raising the dead, giving hope to the people their loved ones can return. The mortician gets ideas, in the direction of making people ideas come true. Hero of the town helps mortician, offering his DNA or Blood to help the cause. After not solving the problem, gossip continues with passion. Mortician adds his idea to the dead, before burying them. After this problem goes on too long, a zombie woke from the dead. Now the problem is, they have dead folks that are hungry, eating other folks still living. Though they regard the hero as their messiah or savior, following his command and leadership. Are the folk happy about this? Will they join the undead?

Now we have means for multiple character classes along the line of a necromancer and a puppeteer. The necromancer was the mortician and the puppeteer the hero who offer his blood. The folk are their subjects or clergy, praying for their dead asking the hero to return them.

Be careful what you wish for!

Idea of tribes. This one is kind of like Aztec or Egyptian. The primitives live in a rain forest setting and are having problems with wet ground. Their people sleep on the ground, due to constant rain fall, they are getting sick and dying. One tribe man got an idea, while hunting. He noticed the cold wet wrinkles went away making me feel better, while he’s in the sunshine. His idea is to build a pyramid to the sun, using stone and sand. They build this pyramid, allowing tribe folk to sleep on the steps going to the top. The pyramid allowed rainfall to run off, giving his people a dry place to rest. This is a solution to their problem, though they also noticed fruit was drying on the pyramid. Now they’ve got raisins. They learn from this technology and try many foods, venison for jerky, fish, bread, ect.

Another way cultures develop, allowing people to live easier. Like survival to show people a way to better themselves, through natural means they live with.

The ideas here, are meant for the Monument idea I posted. Achievement Unlocked: Way too many people - #8 by Knife

Every tribe or colony has to start somewhere, in a timeline. I was thinking about this as a prequal to the main event of the game. It can be skipped, though players won’t get the same benefits or weaker benefits. Something about this part needs to be rewarding, like a survival game that got easier as the culture advanced.

Example starting monuments.

Tree: The people live off this first tree, allowing them to expand their territory.

Stone henge: The people built this, to prove they are strong and can work together.

Pyramid: The people needed a means to keep them safe, praising the sun god for its absolute offering.

Fire: People found warmth and safety near the fire, allowing them to feel the energy of their lives.

More can be made. As the development of cultures becomes harder, detailing the culturing community will be what they rely on. I can’t think of any more basic starting places.

Then cultures that work together, may build things like boats or ravines, offering a better way to cope. Boat maybe inland, using a ravine to fill a dam. The dam is broken once the boat is complete, allowing water to wash it to sea. Advanced cultures will be able to accomplish more, with great technology.

If you’re wondering, I have played a game called “Heroes of Might and Magic”, which sense has been rebranded “Might and Magic: Heroes”. If you’ve played these, you’ll be able to imagine the game world. Great and vast lands, laden with kingdoms and strong holds. Rivers and lakes, coastal regions and forest and full of resources to be taken. Though these are common goals for many, you might imagine are powerful adversaries.

Now imagine this world in simpler unchanging terms, everything laid out with fog of war hiding it. You must explore to uncover regions and the unknown riches. Doesn’t make you wonder what lay beyond the limited confines of your reach?

Now imagine that world, with a growing changing cultural influence. That’s the goal I am imagining.

Idea is RTS example. In most RTS we get this team, within that team is a hero or main character. We’ve seen this in Warcraft, Dune, Dawn of War and many others. Taking those examples, adding the character classes from Grim Dawn, we can get a cultured class with redefined role. Not usually a thing we typically see in a civilization game. Though I think it’ll help define character classes, to have a cleaner simpler playstyle, with a more detailed or well refined class. It’ll play differently surely, though if there’s even a consideration of Grim Dawn 2 or the like, it might be nice to have some basis and direction to those classes.

Every character I make is a single player character, in a world they can be their best. It’s typically a short story style character, I believe gameplay to be between 2 and 4 hours. Though within that 2 and 4 hours I have a few goals.

1: Tell a short story.

2: Progress story/skill tree and develop character relation to audience.

3: Limit story path and development, to allow expansion or alternative story and endings.

Guidelines maybe but not limited to, to achieve best results.

1: The character must be able to adapt. (Some kind of mechanic in the world compliments the character).

2: There must be a quick and progressive playstyle. (Advancement must happen in a manor, that explains without words why the character does that).

3: Story supporting the advancement must justify the development(s). (Informing the player, there are options. You’ve chosen this option and you’ve limited yourself to this).

4: Supportive characters can interact with the main character on a level, the rest of the game reacts to as important. (Squires learning objectives, exposing enemy weakness draws attention. Changes in the main characters fighting style, makes companion concerned about character. Community allows character to accomplish things readily). (The example here is the squire. What does that mean? It’s one of two things. 1: Like a side kick or tagalong, telling you the main character things that’ll help defeat an enemy real time. It’ll make the enemy(s) focus on the squire. 2: scouting a location, informing you have best practices or entry point(s)).

These details are something reserved for the player character, though hint at these points while in proximity. The community will appear to be doing the things hinted, to show it’s an active mechanic or offering to the player. This along with AI communities makes the world start to feel alive, to remind the player there are things they can do.

The question I asked was. What kind of things in the entertainment industry make you feel emotional? Anything that the audience has an emotional response to is important. So, creating things to achieve an emotional response is important. Now the thing to do to make that true is supporting it. What kinds of things do I need to make, in order to achieve that idea of emotional response? Supportive actors, music, special effects, weather and story dialog, are the most common answers to this.

History is another great way to get an emotional response. That history doesn’t have to be fiction, in terms of target audience. Though the audience has to have some knowledge or be aware of its existence, like a legacy they can relate or think about. Think about this.

Vampires are a dignified representation of humans, though more so than humans themselves. They build great mausoleum style castles and live in dark places. Their expectations are greater than normal or publicly accepted. Driving me to believe they are perfectionists, with a romantic pseudo. Telling me there maybe something afoot, I am not prepared to participate. Although we’ve heard of these creatures, they have remain hidden from us. What is it that has brought this creature to our attention? Was it our need to conquer everything not known to us, exposing those who might plot hidden from our design? Driving us to protect others from the unknown dangers, these creatures have proven over the generations. Even the need to know everything, hasn’t truly exposed these creatures to the light, simply reminded us they’re out there.

So, a while back I started this saying. “I don’t want to become a swear wolf”. The idea started one night, blood moon in sky, in good company. Jokingly I said that “I don’t want to become a swear wolf”. The response was great! My friends expected me to say, “I don’t want to become a werewolf”, we were joking about things the blood moon influences (I’m being technical here). Though once they realized what I had said, they started laughing. It made sense to many of us because, we live in homes with arguing parents that use swear words a lot. There for they had pause before responding. That emotional response I wanted, was created by saying something similar to what they’ve heard before, though changing it made the response thought of carefully before proceeding.

I just thought of it. I played this game that uses blood moon as a mechanic. Good game I haven’t played in a while. Tribes of Midgard. I think you’ll have to check it out.