Period 9 Update - Narrative Simulation is a mess, but we’re fixing it.


Hi folks. There is no build. But I did want to update that there have been progress. Over this past month, I’ve been trying to switch the system from heavily UI based to one that’s more open ended, where both UI and narrative dialogue can interact with it. And one that guides the player in a little better. I’m focusing on the latter right now. This has meant an overhaul on how adventures, parties, and quests are generated.

What’s been happening

Right now, quests are randomly generated, and the player could interact with them through a UI screen, send out adventurers and such. This was so that I could get some gameplay out to you as soon as possible. But I realize that with the shifting focus on more character based stories, we need more character based interactions.

What’s changing

This new system, as it stands, would have characters from parties, who then take on adventures themselves to achieve certain goals, which means building a bit of rudimentary AI. You, the player, would be able to control one of these characters, the guild master, and the party that is aligned with you to achieve your own goals. But building characters that want to do their own thing has me dreaming about data structures at night thinking about how these things would interact with each other.

The Goal

Hopefully by the end of Period 10 (October 8th) is to have a build what you can go to the guild house and send an adventurer out to find new quests for you. Less UI, more conversational dialogue. Thus allowing me to save up a bit more money to hire someone to design the UI for when it would make narrative sense to be sending out so many adventurers.

That’s it for now. Ima get back to work on all this. Thanks for being patient. I’ll see y’all in October.

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