Jun 16, 2015

City progress and procedurally generated encounters on local map

random picture of a catman

NPC roles, subgroups and city feature.

Subgroups? It is tree-like structure, like:
City ==> Noble family ==> guards, servants and workers.
They are an alternative to private property, so mundane citizens wouldn't sell you stuff from nearby shop an prevent servants to sell their bosses' stuff. 
Even then, they were eager to sell you shop signs of their neighbor's shop. I have fixed that, of course. 
Combined with NPC roles, subgroup ended to be to be easy way to handle city population. I mean I can track every single creature, except for vagrants, from very first group of a city. This mechanic is to be expanded to handle quest or track players actions.
But! The most important goal is to create lively looking city.
As I mentioned before, you should be able to play full game without leaving a city.
Good example is “Arcanum”.

I have set a priority plan for city development:
Top priority items include places you as a player interact the most: shops.
Yes, yes. I see what you did here! Buying and selling stuff!
Weapons (melee and ranged), armour and general store for the rest.
Second priority: Quest locations;
Quest givers like “that NPC with exclamation mark”.
And the Third is decoration.  
Includes places that don’t affect gameplay, at least right after implementation, but create atmosphere. Theatres (or musicians meet ups), special shops (like bookstores or fish markets), schools, houses of spiritual guides, forums, groves,
Okay, I have already added parks, but it was done to test item distribution algorithm.
^_^
Of course, I have few small tasks to be done in between.
For example I have to ad BIG ‘leave local map’ button when you come to ancient lift or tunnel location instead of mystery requirement to press enter.

When I am done with at least halve of city features list I will have very tasty tasks “additional features for character” and “procedurally generated encounters on local map”.
“Additional features for character” is very easy to understand. More features for the God of Features!
While “procedurally generated encounters on local map” are a bit more complicated.
I am not going to invent a bicycle if say that huge maps need encounter to be interesting to play. At best - dynamic encounters.
Well. It is fun to meet a giant roach. Sort of.
Fun to meet a necromutant. Yeah, a bit.
It is much better to meet roach fighting necromutants. (it happens rather regularly)
So, I have decided to expand this feature uncontrollably.
I’ll make list of potential encounter. Game selects from 1 to # variants and puts them together in different combinations. Idea is very simple, but can lead us to completely amazing results.
For example our game selected 3 civilians near campfire, 4 guards patrol and necromutant horde of 10 monsters.
It could be interesting on it is own already, but placing it results to different outcome.
For example:
civilians surrounded by mutants, guards aside: guards trying to save doomed civilians.

Civilians and guards near campfire, mutants aside: necromutants attacking guarded camp.
Add couple of pack snails and we have caravan attacked by monsters.
Replace civilians by bandits and we have very odd situation and so on.

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