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This is a quick and dirty poll for me to better frame how to organize the big picture of the game's development.


I released a Road Map on DA a while back, but I've also strongly considered a lot of feedback, and during some strange creative sessions, came up with a lot of interesting new directions to take things.


For example, I've written out the outline for a basic AI for the girlfriend.  And by AI, I mean actual game-AI.  The girlfriend would select her own actions, which would be determined by programmed priorities.  Something like:  (1.) Determine what GF Will Do (go to work/develop a stat/have fun/play with the player, etc.);  2.) Determine What Options the GF has (what items are purchased, what inventions are built, etc.) 3.)  Perform the activity )  These variables could eventually be changed by in-game actions, and have RNG that effects them.  I've written out a massive outline, but I'm not really ready to share it yet.


But before I promise anything, we have to consider that implementing this, especially in Twine, would be a gargantuan undertaking.  One that would more or less halt the rest of the game's development for many updates.  (We're talking about something like Update 1: Implement basic AI pattern;  Update 2: Implement a couple variables that change her priorities;  Update 3:  Implement more of these mood variables;  Update 4: Implement semi-randomized dialogue based on moods;  Update 5:  Fine tune priorities, and implement more moods;  Update 6:  Start introducing items/activities that influence her moods... etc.)   and from that point on, updates would generally appear to be a bit smaller, as all new content would have to be integrated into this new AI structure.


On the other hand, we can continue with the roadmap I laid out.  It will produce LOTs of general content (like 8000-10000+ words of stuff an update), and would effectively double the content in the game within the timeframe it would take to get the AI working with lots of moods.  


Which direction sounds better will likely depend on how you view the game currently.  Do you find it to be too grindy and predictable?  In that case, adding more /stuff/ won't really change this.  But perhaps you love the current flow of doing what you want and exploring it at your own pace, with lots of control over everything.  If the GF has an AI... well, she's going to pursue her own agenda ;)


This isn't the definitive end-all poll on if we'll implement GF AI.  But it will determine the direction of the next few updates.  At the very least, I think 4.3 will still feature the strength-levels overhaul (need to get that down pat), and will likely have a new idea I have in mind, where the Player and Girlfriend can generally perform activities independantly, and you'll still see what she's doing.  [Game switches from what You did; then goes over to what She did, giving descriptions for each.]

Comments

RocketNowWow

I have a fair amount of experience with AI if you want any help. It would be easy to think of any / all of her stats as a reinforcement learning problem for instance. :) Also the marginal content of AI / personality would add a lot more to the game than virtually any amount of description would so I strongly support that.

plane9

I can't speak for anyone else, but I view the game as me playing as the girlfriend as much as the "actual" protagonist, so while more personality would definitely be great, I'm not a fan of letting her set her own agenda outside of player control.

Malhavoc

I'd be happy either way. I do know that the more content you put into the game, the more difficult and time consuming implementing the AI will become, unless you prepare updates with the specific intention to add an AI later. I say you do whatever works best for you!

RocketNowWow

I mean what if the player can shape her personality though? Like make her more or less dominant, power hungry etc. I think giving her more autonomy would be very interesting especially if the player has the ability to shape her actions.

magnuscyoa

I have plans for the final ai to be influenced by player (via items/actions) and for it to randomly influence itself (she performs x action, there's a 20% chance it goes terribly and demotivates her; or 20% chance it goes splendidly and motivates her further )

plane9

I am all for the personality shaping stuff, but personally I would prefer it if the player remained the ultimate deciding factor in what she does (how she does it is another matter entirely) unless I am completely misunderstanding what you mean by autonomy.