Ah. So a little like an TES game in its feel?
Yeah, I think so.
What reason would the player have to kill anyone? I mean, other than to just kick over the anthill, so to speak. Is the player doing quests? Are they the self-appointed sheriff? Are they able to steal land from dead (murdered) farmers?
Essentially... outside of the in-depth world sim, what will the player be doing? What will the gameplay consist of?
Well, the "bad guys" in the game, the player would have reason to kill them because they're doing bad things. Same for the gangs (though the gangs won't be near as malevolent). As for ordinary citizens, not much reason outside of selfish reasons, though there might be a quest or two related to it (related: yes, there are quests). No to sheriff, that would be someone else in the game world.
As for stealing land, I hadn't really planned on land ownership, in the most comment sense. To elaborate on farming, I envision it working similarly to plants in TES--they grow on their own after a certain amount of time. The farmer would have to plant the seeds, and then they can increase the yield by tending to the ground (have some action that adds a multiplier to the plant object's final quantity). But in theory the player could take the food without having to kill the farmer (though again people would get suspicious, and there'd be community activity to figure out who it was and stop it).
Ah. So this is modern day? I definitely had a different impression in mind. Are there guns?
Yep, modern day, or relatively modern. Maybe a couple decades back or something. What impression did you have in mind? I think there will be a few guns with very sparse ammo.
All good questions. One would have to ask without seasons... how fast does food grow? If its not planted in Spring, grown in Summer and harvested in Fall, then there would need to be other laws that govern the growth.
Yeah. I would prefer to have winter, though, because it introduces a whole new dynamic of surviving the non-growth period (and maybe of heat/cold management, though I'm not really thinking about that idea too much right now).
I like it.
Glad to hear it. I will point out that this is all conceptual now, and I've only really worked on my demo thus far. The full game is years and years away.
I was curious if other NPCs just didn't like each other if they would resort to violence. Would the NPCs also have a sense of self-preservation, where even if the absolutely hated the head gang member, they'd realize attacking them would be a death sentence? Are there alliances/factions, where attacking the head of the gang would result in everyone in the gang attacking you?
Basically what I want to have is a huge list of possible actions, and the probability of doing these actions is based on the NPC's attributes. An NPC with high courage might attack a gang member who shakes him down, even if the NPC has low strength. An NPC with high intelligence and low strength might try talk his way out of it (incorporating a persuasion type skill, though I'm not sure how that would work right now), while an NPC with medium intelligence might pay the money.
I haven't thought too much about civilian NPCs attacking each other, but it's definitely something that would have to be incorporated if the system works correctly.
As for alliances and factions, there are, but gang members would also have some intelligence too. One guy wouldn't necessarily take on the player alone (unless his stats dictate it), he might wait until there are two of them. So yes, but not like some scripted attack-in-the-middle-of-town thing. It would follow the same types of rules as regular NPCs.
Fair. The scope already appears to be pretty huge.
Indeed. Though I want to point out, with the "world generation" technique, it's entirely possible for the NPCs to create their own town.
Wow. So you aren't just giving the NPCs motivations to maintain their day-to-day existence, but also to show initiative, where they would even build non-existent buildings just because they are needed? That is REALLY ambitiious.
Too ambitious, maybe. But yes, that is really the entire basis of this game. I've seen so many games, RPGs especially, that claimed to have a "living world" that exists outside of the player. But they really only give the illusion of acting. They have a bunch of scripted actions that they perform at scripted times. Interaction with the world is nonexistent, and interaction with the player is meaningless. Even the "best of the best" of reactive games, that let you kill questgiving NPCs, don't actually change the world. They don't change any of the other NPCs. They only barely change the player. I want a game world that really does live outside of the player, with the closest thing to reactive and active NPCs.
And, everything is scripting and scripting is everything. It's procedural generation in every facet of the game. And the thing about procedural generation is that there's high cost up-front, but in the end it can go anywhere. Of course there's always the problem with procedural generation possibly being "boring," but by having a bunch of randomized factors (like each NPC's stats being generated randomly on creation), hopefully it can start a cascade that flows outward.
About buildings, yes I do want them to be able to build buildings. I would like for the player to be able to as well, but I'm not sure how I'd do it (incorporating a tree-cut-down system and building system seems a lot harder than putting a seed in the ground and letting it do its business underground).
Gotcha. I'm guessing if the entire village fails and the player is still alive, they wouldn't be able to last long without a source of food, so that would be a de facto end state possible.
Well, not necessarily, because there will be animals the player can hunt (though there will be a diverse ecosystem, with overhunting resulting in either extinction or nearly so). And a winter would be great for this idea--no food being made, and animals all hiding out. Would increase the challenge.
Let me know how that goes. If you don't mind me asking, what are you using to provide the framework here? Unity? A mod kit like Skyrim's?
I will. And I want to say thanks for the questions: you're helping me refine this idea. Don't hesitate to ask me more.
I'm using Unity. As I understand it's an engine that's very nearly, if not completely on par with AAA engines. A mod just wouldn't work as well. For the moment I've got my demo to work on, to get me used to scripting and implementing things in a game.