Added gather spots so you can make idle colonists gather around certain tables.Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.Started working on getting code loading with mods.Added blasting charges back in as a mod.Finished up stone economy with stone walls.Reworked debug lister menu to handle large numbers of options.Pawn decision trees are now defined in XML.Refactored map generation into encapsulated steps and parameterized them.And hopefully there will be enough variety so that you won't be able to predict the AI. Ideally I'd see those events occurring as a consequence of player actions rather than pure random luck. I hope that the "AI storyteller" will take more of a King of the Dragon Pass -like approach of throwing in a scenario, then tracking the way the player resolves it and throwing in a follow-up scenario(s) later in the game that reflect the choices the player makes. If the game starts generating those "fun" events, how does that influence the experience?ĭF can be really boring when everything goes well, but on the other hand there is a world of difference to fucking up because you did something foolish and getting fucked by the RNG. In DF-like games the "stories" occur organically, more through the mistakes the player (or his AI controlled characters) do and less through the RNG. Story generation in this case being random events the AI throws in.
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