How I’m building a compelling game loop | devlog #1

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  • Опубликовано: 27 сен 2024

Комментарии • 11

  • @TechronomiconDev
    @TechronomiconDev  Месяц назад +1

    Thanks for watching! If you have any thoughts or questions leave a comment

  • @agdneto3760
    @agdneto3760 Месяц назад +1

    I recommend using a different tone of wood for all the furniture in the Hub, perhaps a light yellowish shade, to create a contrast with the red walls, red floor, and the character's blue clothes.

  • @absolutfx
    @absolutfx 10 дней назад +1

    You got a sub singlehandedly for excluding escorts.

  • @undeadpresident
    @undeadpresident 27 дней назад +1

    The environment of the game looks nice.

  • @frenzykitty
    @frenzykitty 29 дней назад

    Love all the world simulation stuff. Feel like i could watch these little systems go for ages...

  • @CaudiciformStudios-ik5dj
    @CaudiciformStudios-ik5dj 2 дня назад

    Sounds interesting. I'd love to hear more about how you implement your narrative generation system.

  • @revidev
    @revidev Месяц назад

    Amazing explanation of the different systems. Regarding world, Do you have a pipeline with "in" properties or it's more like a graph and any property affects any other property with its own propagation rules? Additionally, how are the quest description (text) from the world properties?
    Maybe... I'm asking too much!
    Keep the good work!

    • @TechronomiconDev
      @TechronomiconDev  Месяц назад +1

      There's a world state object that contains everything important for the simulation and there's a pipeline of functions that gets run after each mission, where each function gets passed the world state, performs whatever transformation it likes and then passes the new state to the next function in the chain. Each function has a particular aspect of the world that it's responsible for updating.
      In the narrative system, storyblocks specify world state requirements needed in order to be considered for selection. Text is generated by having a bunch of string templates where specifics can be substituted and then those templates can be combined, i.e. "Please save {SUBJECT}!" That happens during the storyblocks -> procgen config rendering part. I made it look simple in the video, but in reality the procgen config ends up large and complicated, containing all the conversation trees and everything important that can happen in an environment.
      Sorry for the wall of text!

    • @revidev
      @revidev Месяц назад

      @@TechronomiconDev impressive answer! Thanks!
      Then functions/results are order dependant or the order is also dynamic? Ok, I'm just curious, I understand it's your secret sauce. Don't feel obligated to answer ☺️

  • @GameDevwithE
    @GameDevwithE Месяц назад

    The game graphics look really good