Re: My projects and demos
Posted: Sun Jul 24, 2016 11:21 pm
Today's update:
Well thanks to some help here on the forum I managed to fix the bug in the namepicker library. This now opens the door to generating all of the emails, letters ect in game. Also it enables me to finish the NPC/character generation part of the game.
Some interesting things to think about even a fairly conservative world if you actually keep all the generated emails/mails between each NPC that soon becomes a huge amount of text data. Consider a small scale simulation. Each NPC has around 3 emails. Now you have 5,000 NPCs. that's 15,000 emails. at 50k per mail that's going to clock in at around 730mb.. Also each person receiving a piece of mail had to have a sender. So you have another ID to link to a document when that document is generated and keep track of. Ideally on that persons account in the out folder you would have a copy of that document.
So here is my solution. You give the illusion of the physical presence of these emails/letters. But really all you have is a table of bools linked to an NPC ID. the program looks at the table. if its TRUE then it goes ahead and generates the required email/letter using a template and the name linked to the NPC id. This will significantly reduce the amount of space needed and enable much larger simulations to be performed. With this I am limited by the ram on the system.
One interesting thing you can do is when you move away from static physical text assets for NPCs you can alter the asset base on the fly dependant on game choices/quests ect.
The Deus Ex human revolution game writer had a weekend by herself to write the majority of the emails that you see in the game. So I knew that to get a fairly impressive asset set together was possible for one person to do on a limited time scale. With the use of templates also you can greatly expand the realistic "fluf" that most accounts are going to have inside them. That was one of the disadvantages with the human revolution game. Every email was either funny or relevant to the game. Everything had a purpose to your quest. They way I want to do things, it would be like just looking at a normal persons email. - Unless you knew what you were looking for it would be like a needle in a haystack. Therefore throwing a bunch of templates at an account that fits a profile makes sense. You can add in quest template communications as needed just as a regular template. But the key is its not the only thing in the box besides a Nigerian scam letter. (Plan to have a bunch of these also.)
So you read this far - congratulations. Today's objective is beginning work on the document template library (Dolos). There managed to come up with a name for one of the libraries of the program before the actual program itself...
Evening update:
Well due to a fairly brutal headache not much got done today. But despite this managed to get sti working, can't tell you how happy I was to see final fantasy adventure map load on the screen lol.
Well thanks to some help here on the forum I managed to fix the bug in the namepicker library. This now opens the door to generating all of the emails, letters ect in game. Also it enables me to finish the NPC/character generation part of the game.
Some interesting things to think about even a fairly conservative world if you actually keep all the generated emails/mails between each NPC that soon becomes a huge amount of text data. Consider a small scale simulation. Each NPC has around 3 emails. Now you have 5,000 NPCs. that's 15,000 emails. at 50k per mail that's going to clock in at around 730mb.. Also each person receiving a piece of mail had to have a sender. So you have another ID to link to a document when that document is generated and keep track of. Ideally on that persons account in the out folder you would have a copy of that document.
So here is my solution. You give the illusion of the physical presence of these emails/letters. But really all you have is a table of bools linked to an NPC ID. the program looks at the table. if its TRUE then it goes ahead and generates the required email/letter using a template and the name linked to the NPC id. This will significantly reduce the amount of space needed and enable much larger simulations to be performed. With this I am limited by the ram on the system.
One interesting thing you can do is when you move away from static physical text assets for NPCs you can alter the asset base on the fly dependant on game choices/quests ect.
The Deus Ex human revolution game writer had a weekend by herself to write the majority of the emails that you see in the game. So I knew that to get a fairly impressive asset set together was possible for one person to do on a limited time scale. With the use of templates also you can greatly expand the realistic "fluf" that most accounts are going to have inside them. That was one of the disadvantages with the human revolution game. Every email was either funny or relevant to the game. Everything had a purpose to your quest. They way I want to do things, it would be like just looking at a normal persons email. - Unless you knew what you were looking for it would be like a needle in a haystack. Therefore throwing a bunch of templates at an account that fits a profile makes sense. You can add in quest template communications as needed just as a regular template. But the key is its not the only thing in the box besides a Nigerian scam letter. (Plan to have a bunch of these also.)
So you read this far - congratulations. Today's objective is beginning work on the document template library (Dolos). There managed to come up with a name for one of the libraries of the program before the actual program itself...
Evening update:
Well due to a fairly brutal headache not much got done today. But despite this managed to get sti working, can't tell you how happy I was to see final fantasy adventure map load on the screen lol.