how interactive would be that world?
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Antwort an @jays_3d
You could generate environments and products then flag interaction based on that, but you wouldn't have deeper narrative control due to it being random. So procgen would open up a lot of that. The user would have to fill in their own blanks which isn't a bad thing.
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Antwort an @Pyramid_Lake @jays_3d
For example, in my game interactive objects can be randomized or even randomly part of a side mission because the game manager knows what items are what. And based on that, can attribute interaction. Even if they are randomly placed or randomly textured.
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Antwort an @jays_3d
The look would depend on the project. The one I RTed is more realistic where mine is more cartoon. The underlying architecture would be similar in concept regardless of art direction. Generally speaking. Would need to be smart enough to manufacture engagement at "each turn".
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Antwort an @Pyramid_Lake
"Would need to be smart enough to manufacture engagement at "each turn"." I meant as how would the mechanic work in practice like "player interacts>object responds>world...?"
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Antwort an @jays_3d
Depends on a lot of things. You could just add listeners for key events. If activity X happens world does Y. Not even directly related to a player. Maybe an NPC does X. Could be player finds object X and comes across NPC that wants X. Depending on AI, maybe they grab it from you.
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Antwort an @Pyramid_Lake @jays_3d
For example, if an NPC breaks the law and another NPC sees it they can call the police. Then the law breaking NPC becomes a criminal. But if no one sees it, it goes unnoticed. If they become a big enough criminal, other NPCs are afraid of them because of word of mouth, etc.
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Antwort an @Pyramid_Lake
so, taking the picture with the pizza and the truck crashing as an example, the pizza industry, or the delivery industry, could start rising prices if several incidents happen involving the player?
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Antwort an @jays_3d @Pyramid_Lake
that is, in a world where food is vital for the player, of course, or else there's no point.
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Yeah exactly. Depends on how granular you want to get. Changes for the sake of changes don't have impact. It needs to have some kind of impact for the game to create that sense of value or penalty for actions even if the actions are passive or external to the player.
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Antwort an @Pyramid_Lake
yeah, and in a way that it's not a "good/bad" instant and straight response from the world.
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