Jun 13, 2015

As a Player I want Towns to look more like actual towns.


 


This is the first step of Town and City generation routines. You can understand from one glance that this City is far from been completely generated.
Central districts have only two types of features - villa and ancient lift. It understandably not enough.

Outskirt districts have no special features at all and the cheapest districts, near wall have nothing at all. City wall doesn't have gates and so on.

Even then it is a huge step forward comparing to older towns.
I want to devote next week to development of city-life gameplay, so you can find activities without leaving town at all.
To achieve it I have to do a lot, but let's prepare 'first mile' features list:

1. Subgroups.
Creatures may be a member of a big group like city and a smaller one, for example: manor, villa, shop, guild, workshop etc.
This feature should be expanded, like group maybe owner of other groups. For example Villa group (read group leader) owns 2 workshop group, 1 tavern group and 6 house groups. It can lead us to interesting stories about wealthy families  or guild influence politics.

2. Creature roles.
Something like RPG "professions", but profession is too narrow meaning. I don't think that "profession" includes Hobbo or Lord, but "role" works fine.
Right now all Human beings are just humans, survivors of the Frontier. Not for long.
Every single role will have:
a.AI setting that will override creature AI settings. So 'guard' will engage the melee, but 'maid' will try to flee. Shopkeeper will try to stay at the shop etc.
b. Item flags. Guards gonna wear helms, bullet-vests and armed with big guns and heavy melee weapons, gentlemen wear top hats,  tailsuts and armed with canes or sword-canes, hobos wear rugs and chip bandanas, armed with  bare hands, sticks or stones.
c. Name. Obvious. You can see that %Person% is a shopkeeper and not a bandit leader.

List of must have city roles:
a. City watch.
b. Nobility.
c. Workers.
d. Servants.
e. Shopkeepers.
f.  Lowlifes and vagrants.
g. Entertainers.


3. City features.
As I mentioned before, cities need different features, including, but limiting to:
a. Markets, fairs, kiosks.
b. Shops.
c. Tavernas and meet-halls.
d. Villas and mansions.
e. Major house or magistrate.
f. Guard posts and prisons.
g. poor huts and wealthy houses.
h. Warehouses.
i. Graveyards.
j. City gates.
k. Workshops and factories.
l.  Parks and gardens.
m. Cultural buildings (theaters, arenas etc).
n. Military building (not guards' buildings; barracks, training ground).
o. "Rogue" buildings. Dens disguised by normal locations.
p. Radio.
q. Scientific buildings. Labs and inventors.
r. City decorations and utilities (statues, bins, benches, flower gardens, wells).

All feature should have different building styles and signs (when it is acceptable).

4. Map objects upgrade.
Map objects right now are mere named location. They should be expanded and do these jobs:
a. Game should be able to get map coordinates from object.
b. Object could be linked to a group.
c. Object may have different polices. Like restrictions to enter. "Don't dare to enter %lords name% mansion, trespasser!".

5. Player's basic reputation.
Game should keep records of players actions to allow NPC to react properly.
This task needs  research.






No comments:

Post a Comment