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World Builder Software (post your ideas!)

Started by Cap. Karnaugh, December 09, 2009, 10:49:04 PM

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Cap. Karnaugh

What I meant was that at first the program will rely on some "hard-coded", book-based mechanics. This is because we need to have first a functional prototype in order to see which things we like or dislike about it. In time, however, the idea is to provide the ability to extend (or even replace those mechanics) for custom ones.

Ra-Tiel

As for the "random" aspects of your ideas, I'd strongly suggest looking at Procedural generation. So instead of having to create dozens/hundreds/thousands of
    names*towns*plots*nations*religions*kingdoms*...
by yourself and mix it together with a random generator, you create algorithms that can generate these things based on seeded input. This'd have the additional benefit that you could easily recreate especially good creations by simply saving the seed used by the algorithm.

A very impressive example of what procedural generation is capable of can be seen with this work-in-progress: Infinity - Quest for Earth.

Regarding the other stuff: I'd take a look at how "serious" applications organize their things. Using structures like trees or mindmaps, and how these could be applied to game mechanics. Anyway, good luck with your project. :)

Cap. Karnaugh

Quote from: Ra-TielAs for the "random" aspects of your ideas, I'd strongly suggest looking at Procedural generation.
You're right, it could work. Will definitely take a look at it!

Quote from: Ra-TielRegarding the other stuff: I'd take a look at how "serious" applications organize their things. Using structures like trees or mindmaps, and how these could be applied to game mechanics.
Hehe, I had already thought about graphs :D

Quote from: Ra-TielAnyway, good luck with your project.
Thanks!