Jan. 21st, 2019

Work Post

Jan. 21st, 2019 09:01 am
relee: Picture of Relee Starbreeze, Wizard (Default)
9:02am - So I've been thinking some more on my problem from the last Work Post and it occured to me that what I really want to do is work some more on complex, multi-tiered AI. Basically, I'm back to where I started before I did the big Roguelike Game Project last year. Before that I was just doing AI experiments in Unity, trying to get chase and flee down in a 3D box.

What I really want to do is something combining GOAP, Utility AI, Maslowian Needs Heirarchy, and dynamic scheduling and budgeting. I want to create an AI that can not only respond to its needs but that can preplan in advance what they're going to do and alter that plan to react to changes in their world environment.

Basically I want to make smarter The Sims 'Sims'.

This has only changed a little since back then, because I learned about GOAP and how useful it would be in this endeavour in the mean time. But it reminds me of the things I was trying to make before. I toyed with the idea of making an Animal Crossing-alike with AI like this, because I felt I needed a game project that included it, rather than just making the AI for its own sake. Subsequently it died on the vine when I kept trying to justify game design elements and story notes in a sci-fi setting.


So, I'm not really sure what to do now. I'm thinking about doing more AI experiments, but I'm also concious of the fact that this would just be spinning my wheels. Without the framework of a game or sim to put it in, it would just be a showpiece.

I've been thinking about my old ideas about a colonization game and using the AI in that, but the theme of colonization brings with it difficult attachments. The colonization of the new world is one of my favorite historical eras, but it includes the decimation of the indigenous peoples. So it's difficult.

Now I'm a socialist who believes the world belongs to everyone, and that we need to share it and use its resources efficiently, so I'd probably support using the land already occupied by primitive indigenes so long as they were welcomed into the whole society, but that's not likely to be a pleasant thing for them. :/

I'm not sure if I could do the idea justice if I made such a game.

I mean, I can set it in a world without "The Indians" but then it's kind of disrespectful to their sacrifice, I think. Likewise if I include indigenous people and have them welcome the colonizers and the influence of their culture and technology.


Maybe I'm just overthinking it?

There are games like Banished and The Settlers and they don't model the relationship between colonizers and indigenous people. Maybe people don't need to have that included?

It's kind of weird for there to just be a situation of "Here's some land nobody is using. Make a town and exploit the local resources!"


Of course there's the option of a Space Colony, but then you get into a lot of other issues.


Oh I just had an idea. I could do something fantasy-based and make it an interdimensional colony, a bunch of critters appearing on an uninhabited but alive world and exploring and exploiting it as they settle.


I suppose I could also do it in absense of setting. Make a little floating island and have people just show up there. Plenty of games do that.

I don't know what to think about all of that. :/


Ahh well I think I'll give it some thought for now. I'm feeling oddly tired again now that I've been out of bed for a couple hours.


Input is welcome; what do you think?

Profile

relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel

July 2023

S M T W T F S
      1
23456 78
9101112131415
16171819202122
23242526272829
3031     

Most Popular Tags

Page Summary

Style Credit

Expand Cut Tags

No cut tags
Page generated Aug. 29th, 2025 01:34 am
Powered by Dreamwidth Studios