(don't you just love it when you spend a half-hour typing something only to have IE screw you over and you have to type the whole thing again?)[/rhetorical question used to vent frustration] I mentioned this in another thread but decided to post a seperate thread on it. I'm thinking of the uses of combing a more scripted approach (specifically Dwarfsoft's trigger/event system) of creating situations with Wav's strategy approach. A trigger/event system changes whatever game elements the developers want then the NPCs use their AI and a strategical approach to attain whatever goal the trigger/event system has set in motion. For instance, a particular trigger is set up to cause an event that causes an NPC to perform a certain task. Then that NPC uses whatever means he/she wants to attain that task. That's where the strategy side comes in. NPCs will use their attributes to reach their goals that the event gives them. Different NPCs will have different strengths/weaknesses and attributes about their character (i.e. lawful, moral, honest, etc). Perhaps, events could be atttatched to various different NPCs each time a brand new game would be created allowing different NPCs to carry out an event. Different NPCs would carry out an event differently (assuming NPCs would have various attributes such as honest/dishonest, etc. as explained above). What I think this will offer is the detail and custom situations of script and the dynamic feeling of randomization. I think it could also help to reduce repetition. The trigger/event system allows for fairly controlled events (which will then be more detailed), but how that event plays out will be more dynamic. So, the trigger/event system basically sets up or initializes the situation, and the NPCs determine the rest. Need help? Well, go FAQ yourself.
What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers Edited by - Nazrix on March 21, 2001 2:48:14 PM