Sprinting to the alpha demo, we were able to work out some ideas for the very tricky problem of the "emotion engine". Indeed, as the game ought to be very extensive and opened to any future ideas different collaborators (and even players) could want to work on, and having very few ressources and time, it was imperative I come up with some marvellous trick about this. What emotions to choose ? What range, what categories ? How to allow specific personnalities to all coming NPCs, and still produce something generic enough to be automatized, and so forth customizable by players and/or writers ? All that without a tremendous amount of maintenance or even base work for our artist, and without having to come back to it a hundred times to complete some constant "patched" raw engine ? I think we find some of the answers here, with this simple and yet powerful 3-entries table. 18 bits to draw (give or take), 160 emotions resulting, it's a good catalog we just have to extract "triplet codes" from, and it seems resistant to a wide range of emotions we tried to apply to it. It doesn't solve all the other problems, far from it, but it's a nice start to build on! Enjoy!
SexForge
2015-02-24 08:24:58 +0000 UTCWraithman.
2015-02-24 07:05:59 +0000 UTCSexForge
2015-02-23 15:23:49 +0000 UTCOzinthesand
2015-02-23 09:07:52 +0000 UTC