let it leave me like a long breath

let it dissipate or fade in the background

Mar. 7th, 2018

Profile

xax: purple-orange {11/3 knotwork star, pointed down (Default)
howling howling howling

Nav

  • Recent Entries
  • Archive
  • Reading
  • Tags
  • Memories
  • Profile

Tags

  • art - 2 uses
  • asteroid garden - 4 uses
  • code - 19 uses
  • demos - 1 use
  • dreams - 5 uses
  • ff7 fangame - 23 uses
  • fic prompts - 13 uses
  • gamedev challenge - 82 uses
  • hell game - 76 uses
  • nanowrimo - 11 uses
  • plants - 9 uses
  • process - 52 uses
  • programming - 51 uses
  • screenshots - 5 uses
  • writing log - 83 uses

May 2025

S M T W T F S
    123
45678 910
1112131415 1617
18192021222324
25262728293031
    • Previous Day
    • |
    • Next Day

    Mar. 7th, 2018

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • gamedev challenge,
    • programming
    posted @ 06:12 pm

    the myth generator is... working slightly more. this is essentially a continuation of this post about the nemesis system, since i'm using the same basic infrastructure. at that point i had gotten an extremely rudimentary form of actions running.

    my current gamedev challenge thing is myth/history generation, which is basically the same exact thing only with a different dataset. the main issue is actions: what actions can do, what effects they can have, and how actors select actions. currently i've added
    1. predicates on actions, so that who can run them can be limited
    2. mutations on actions, so that running an action can change any participant

    i've also tweaked some of the generator settings and made it more argument-driven, because previously i had to tweak the code in main and recompile every time i wanted to change the type of output.

    these are big improvements, but there's still a lot more to be done before this is anywhere close to being usable. on the technical level, i need to add the ability for actions to create or destroy actors (think: a city being founded or abandoned, an artifact being constructed or destroyed, characters being born or dying).

    on a structural level, i need to add in the concepts of time and space -- it's currently possible to have locations and to require two characters to be in the same location to act together, but that would mean having a bunch of actions like ACTION %1 ? %1.location == foo { %1.location @= bar } ACTION %1 ? %1.location == bar { %1.location @= foo } to denote a pathway between the locations foo and bar, and then have every other action have a specific predicate %1.location == %2.location. and that would enforce the same exact map for each run-through of the history, so no randomly-generated maps. it would be a complete mess. what would be really neat is hooking up the graph generator to this, so that the landscape is enforced via having an actual graph representation of its shape, but neither this nor that are really in good enough shape to handle that right now. and there's no concept of time elapsing or any kind of progression.

    it's technically possible to enforce a 'plotline' in actions now, but it's so unwieldy as to be impractical. what would be nice is, like, actors having a set of drives based on their characteristics, and picking actions based on what's allowed by their drives / weighed based on their drives. i don't really know how i would codify that, though -- part of writing my own syntax is figuring out ways to meaningfully and compactly encode things like that, and i don't really have a solid concept yet.

    that being said i should probably start putting together an actual myth-styled dataset now, instead of just reusing the nemesis one. not that that couldn't be a part of it, just, a myth generator necessarily has a much larger scope. meaningful myth generation also definitely requires actions generating new actors, especially if the myth generator only starts with a primordial god or an endless abyss or what-have-you.

    ( here's a sample output )

    • Add Memory
    • Share This Entry
    • Link
    • 0 comments
    • Reply
    • Previous Day
    • |
    • Next Day
Page generated Sep. 1st, 2025 08:53 am
Powered by Dreamwidth Studios

Style Credit

  • Style: (No Theme) for vertical