What game would you use? How much would you change the game's resources to get that?
What is a game you think lends itself to this treatment?
Why do I hate the concept of intellectual property so much?
What game would you use? How much would you change the game's resources to get that?
What is a game you think lends itself to this treatment?
Why do I hate the concept of intellectual property so much?
I've been messing around with pygame and Unity for years. Like two thirds of my projects end up with me trying and failing to make a complex Sims-like AI (GOAP for people in the know). There is something about a world and NPCs that live and develop by themselves that appeals to me.
The specific idea I spent a lot of time developing a design document for is based on my childhood in a Russian town in the nineties. After perestroika there was deluge of occult bullshit in Russia. Woo becoming legal after decades of suppression, coupled with fall in living standards and general political nihilism lead to a rise of all sorts of sects, hereditary diviners and faith healers, witches, psychics. Those people were huge. They were on TV in prime time telling you to bring a glass of water up to your tv set so they can imbue it with healing energy. There were journals and what not. As a kid I was obsessed with this shit. What kind of kid doesn't want to be a wizard?
So in this game you play sort of a psychic witch in a small Russian town. Sims AI-like people try living their lives but occasionally they come to you with their problems. Maybe they've been cursed to not be able to get laid (it's called "a crown of celibacy") or maybe their house is haunted or maybe they are just superstitious and stupid. You investigate the situation using your leet psychic powers, track down the enemy wizards that are causing all the unpleasantness and fight them on the astral plane if necessary.
One interesting feature is that the old-school Pokemon-like engine I've concocted in Unity is wholly deterministic outside of player's actions. This means your spells can perform divination in a very real sense by running the game several turns forward and giving you relevant results, which I think is cool.
That sounds like a genuinely cool concept.
Thanks. I was really excited about it at one point and came up with a lot of nifty ideas for it with my friends, but I have a bunch of those utility AI projects on my computer, all of them are incredibly convoluted (partially because Unity doesn't have its own dedicated ai thing) and non of them work on the necessary level.
I guess, considering that Sims took a full-fledged studio years to develop this is just not something an amateur can do alone. My friends were right to suggest that this should be just a linearish scripted game.