[Questgen-commits] SF.net SVN: questgen: [5] trunk/docs/Quest Generator - Inital Work Spec.txt
Status: Planning
Brought to you by:
rfboehme
From: <rfb...@us...> - 2007-12-10 07:34:55
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Revision: 5 http://questgen.svn.sourceforge.net/questgen/?rev=5&view=rev Author: rfboehme Date: 2007-12-09 23:34:49 -0800 (Sun, 09 Dec 2007) Log Message: ----------- Updated initial work spec more - need to flesh out character creation, and put together specifics on what data lists we need to start. Modified Paths: -------------- trunk/docs/Quest Generator - Inital Work Spec.txt Modified: trunk/docs/Quest Generator - Inital Work Spec.txt =================================================================== --- trunk/docs/Quest Generator - Inital Work Spec.txt 2007-12-03 14:56:41 UTC (rev 4) +++ trunk/docs/Quest Generator - Inital Work Spec.txt 2007-12-10 07:34:49 UTC (rev 5) @@ -41,6 +41,11 @@ Goal Target + +CharacterProblem + + + Story Story Goal @@ -79,7 +84,7 @@ To create a quest: -1. Create a character. +1. Create a character or pick one from the world. 2. Create a purpose / problem for the character. @@ -93,6 +98,62 @@ +To create a character: + +1. Pick a location for the character. (or location is provided). + +2. + + +To create a purpose for a character: + +1. Needed items: verb list tagged with problems either by profession or general problems. + +2. Search the list with the character's goal/emotional state, the character's profession and the list of general problems to see which problems could apply to the character. The weight of the items on this list will vary depending on the story type (mileu, character, etc.) + +3. Pick one of these problems. Fill in the problem list. + + +To fill in a problem list: + +1. Get the list of objects for the problem. For each object, search both the current quest and story for objects that could fit the template as well as the general object type list. Weight the current quest/story objects so that they are usually picked over the outside objects. + + One way to do this: + + a. Get the current quest / story objects. + b. Add an 'other' option. + c. Randomly pick an object. If the 'other' object is picked, do a search on useful world objects. + + If we can not find something appropriate that already exists in the world, and we can generate object, generate the object that is the focus of the problem. + +2. For each object created in this manner, specify + + a) If it is unique, and thus cannot be substituted for another object (one Amulet of Yendor vs. any number of sheep spawns) + + b) If it doesn't exist, is it created in the world: + + 1. When it's object is created. + + 2. When the player is within a certain range (good for spawns), or on conversation with an NPC (what NPC and why)? + + +To create a quest for a character: + + 1. Pick a problem that the character has. This problem can, but does not have to, have multiple solutions. + + 2. Decide if the quest will be generic or have a specific desired solution. + + Given the problem: I want the sheep away from my land! I am afraid of their soft pelts! + + An example of a generic quest would be: Return when you've made sure they no longer bother me. The player can take a number of actions to see to this: he could kill the sheep, he could lead them so they eat the next door neighbor's field (thus possibly creating more work), or he could play the Pied Piper and lead the sheep elsewhere. The game mechanics and game goals determine what can happen. + + An example of a specific quest would be: Return when you've killed the sheep! + + 3. Set up the intro scene specifying the character that has the problem as the questgiver. + + 4. Set up a trigger on the end condition to see if it has been changed. If it has been changed, mark the quest completed as successful or unsuccessful. + + Linking a quest with a story: 1. The quest can be created for the story, in which case it is associated with the story. This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |