Progress report


Right, off the bat we received criticism on how the game used typed commands for something like movement.

I've gone ahead and created a dictionary and assigned tab to be autcomlpetion for a typed given command. I've included a small ? function, but it returns all commands for now.

I've reimported graphics to get rid of the blur.

And began blocking the ideas for a learning algorithm.

the marchov chain idea I had yesterday escaped me this morning. but essentially you give an npc a block for personality, agro, initiative, and hidden_ender. then each of those have a point system, with a total cap. we say the following scenario: an npc is going to the pond, the pond has attracted what appears from their Perception, to be a wild animal, that is unknown to them. they then roll each personality trope out of the total cap, and take the larger result, to make a decision, i.e fight, flee, or neutral. then if the animal proves to be an issue upon execution, they store a tick to a data set. next time, they use the resutl fo the personality trope, and say, is it less tahn the last encounter's result, and if it is, they use it. else, shift to second highest. in this way, they essentially adapt, as for animal personalities, it would be, needs, fear, and accesability. meaning if the animal has no other known water source, well then it will stand it's ground more likely, and so on, but then compare to last result based on npc type. sorry, I thought about this a lot.

it's not quite an evolution algorithm, but I forgot the word

the issue I have, is knowing what makes for a dangerous npc, a fearful one, etc. at this stage, it's under developed. but I would imagine, agro would make them more dangerous, initiative more likely to discern danger easily, and hidden_ender would be something like, an alter concious realm of weird random jargon ideology stuff. as in atonement, atunement, postulizationalisms, and the sort. 

imagine a criminal as having higher agro than initiative, but a hidden_ender of say, FOR THE GREATER GOOD, now you have, for instance, robbin hood.

the result is something unique, interesting, self adapting.

The bigger hurdle I see as a potential issue, is that an NPC that is important to the story dies off.

Most games make them unkillable, I'm likely to do the 

result: Bear agressed

AnimalAgroInitiativeHidden Ender
Bearwent withdeniedDoesn't Care about others

result: bear retaliates -> allocated into tab of data set block for memory: Bear: Agro -> harm came to self, goes against hidden ender.

Next time, more likely to go with Initiative, to flee.

something simple like this is workable, for now. In future updates, perhaps Agro branches into speech, actions taken, etc... And initiative as something like, following Hidden Ender[s] or action or speech etc.

Files

Mandrakes Journey 1_02.zip Play in browser
May 30, 2022
Mandrakes Journey.zip 29 MB
May 30, 2022
Mandrakes Journey.x86_64 35 MB
May 30, 2022
Mandrakes Journey.exe 34 MB
May 30, 2022

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