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Hey everyone,


We're about 1 day into the AI poll.  If you haven't let your voice be heard, please do so!


Currently the Stuff > AI crowd has 7 more votes.  Which gives that position a sizable percentage lead, but there's still ~90 of you who haven't voted!


I'm personally fine with either direction - I see pros and cons to each.  And I think that eventually the AI will be implemented one way or the other, what this really affects is what order things will be done in.


To clarify a few points of confusion:


1.)  You will always be able to suggest things for the girlfriend AI to do.  And various items/activities will influence her actions.  Though, whether or not it's ethical to install mood lighting that makes her more aggressive/calm/studious/etc. is for you to determine!  (And it's possible she'll catch on and change the lights herself...)

Also in the final phases of the AI updates, she'd be able to randomly influence herself.  Example:  She watches a random TV program.  Depending on what specific program she watches, she might become more or less motivated to improve a certain stat, or perform a certain activity. ["I saw an awesome documentary about bodybuilders, I'm a lot more motivated to work out now!"; or the 20% chance a negative documentary occurs... "Wow, there's a lot of dark aspects to the bodybuilding world that kind of freaks me out.  Not quite as keen on working out right now..."].



2.) I could also just introduce a setting or item that causes the girlfriend to always heed your suggestions.


 3.)  Phase 1 of the AI would be fairly simple.  She would be programmed to generally improve her stats, and occasionally initiate activities with you.  As more mood variables are introduced, her motivations would become more complex.  Very high current happiness?  She'll be pleasant, but perhaps less motivated to change her current situation.  Very angry girlfriend?  It'll be easier to damage the relationship stat, but she'll be more likely to throw herself into a grueling workout, earning bonus XP points in the process.


4.) Even if the AI comes much later, I'll still slowly sprinkle in some of these stats.  I've also solved the "it'd be too time consuming to rewrite all dialogue 50 times" problem.  Basically, I'd generate a list of ~5 greetings/taunts/boasts/happy/love/anger/transfer/level up/ etc. messages for each Mood - then allow the game to RNG one of the appropriate responses when needed.



If there's enough interest, I might tighten up the AI outline I created, and release it for the $5+ pledgers.  (really need to come up with some rewards for that pledge tier)


As always, thanks for your support, and feel free to ask any questions!

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