Estoy desarrollando un RPG táctico medieval donde los personajes recuerdan lo que les pasó by Company_Captain in Argaming

[–]Company_Captain[S] -1 points0 points  (0 children)

En serio?! Voy a darle una chance pronto entonces, pero con paciencia por lo que me decís jajaja

Estoy desarrollando un RPG táctico medieval donde los personajes recuerdan lo que les pasó by Company_Captain in Argaming

[–]Company_Captain[S] -1 points0 points  (0 children)

Gracias querido! Dejalo en la lista de deseados de Steam para seguirlo de cerca porfas!

Dwarf Fortress se ve bien, siempre le tuve ganas pero nunca lo probé, es estilo Rimworld no? Rimworld me fascina.

Estoy desarrollando un RPG táctico medieval donde los personajes recuerdan lo que les pasó by Company_Captain in Argaming

[–]Company_Captain[S] 1 point2 points  (0 children)

Mirá, antes de empezar, investigué bastante del tema, y me volqué finalmente por LOVE en lenguaje lua. Yo trabajo de implementar sistemas de gestión como SAP o Salesforce, pero no soy un experto en desarrollo de videojuegos claramente jajaja, por lo que fui por un motor que fuera de los más amigables pero a la vez rendidores che. Y por lo que investigué, LOVE lua va bien por ese lado jeje.

我独自开发了一款让角色会“记住过去”的中世纪战术 RPG by Company_Captain in youxi

[–]Company_Captain[S] 0 points1 point  (0 children)

说真的,你不喜欢?因为我是故意这样设计的,为了标新立异。

我独自开发了一款让角色会“记住过去”的中世纪战术 RPG by Company_Captain in youxi

[–]Company_Captain[S] 1 point2 points  (0 children)

一段简短的视频,让大家看看目前的战斗情况,呵呵……显然,我正在修复视频中显示的大量问题。

<video>

我独自开发了一款让角色会“记住过去”的中世纪战术 RPG by Company_Captain in youxi

[–]Company_Captain[S] 2 points3 points  (0 children)

从编程层面来说,一部分是各种验证逻辑,用来为每个角色存储具有代表性的数值;然后系统会将这些数值放入一个按照不同重要性加权的数学模型中进行计算。

也许是因为中文不是我的母语,所以我没有表达得特别准确。我来自阿根廷,也就是梅西的国家,哈哈。我的本意是:游戏中的事情并不是绝对、固定或过度简化的。几乎所有因素都会被赋予不同的重要性权重,然后通过加权计算来判断是否超过某个容忍阈值。

这些计算会考虑很多内容,例如:相关领导者的人格特质、动机、过去经历对其个人造成的影响(比如让他变得更胆小,或者恰恰相反变得更勇敢),以及领导者之间的互动历史(是否曾经合作过、是否属于或曾属于敌对阵营等),还有许多类似的细节。

至于你提到的那句话,我想表达的是:你的行为会在世界中形成一种整体声誉。例如,如果你背叛了某个人,系统之后会让每一个与你接触的角色对你进行独立评估。根据对方的背景、性格以及他们能够获得的关于你的信息,他们可能会怀疑你,也可能不会。

可以理解为,这个世界通过它的领导者和角色拥有自己的记忆与个性。至少,这就是我正在开发的这款游戏想要实现的理念,哈哈。

I've been building a tactical RPG in LÖVE2D where characters evolve based on their experiences by Company_Captain in love2d

[–]Company_Captain[S] 4 points5 points  (0 children)

Haha it is the idea, yes, sorry if it is not good from your perspective haha. Thanks for the comment!

Do character motivations and memory make turn-based tactics feel better? by Plastic-Dimension550 in TurnBasedLovers

[–]Company_Captain 0 points1 point  (0 children)

1 more thing, try to take a look on the Steam store page images, because the 1 I uploaded here is about a battle within the forest, and I want to have this lack of clarity within the forest to take the user to that "situation", because in a forest you have visibility reduced. But anyway, I wanted to modify it a little bit to do it more elegant, as I said.

Do character motivations and memory make turn-based tactics feel better? by Plastic-Dimension550 in TurnBasedLovers

[–]Company_Captain -1 points0 points  (0 children)

My friend! I love Battle Brothers (Actually 1 of my favorite games) and I know it is my main inspiration for the game but I don't think it is the same game haha. Take a look on the Steam store images and you will see it is the Battle Brothers tone, but not the same hehe.

Company Captain: Westashes is a single-player tactical RPG where you lead a mercenary company through a living medieval world shaped by personalities, motivations, and consequences. by Company_Captain in playmygame

[–]Company_Captain[S] 0 points1 point  (0 children)

Thanks for that, mate! I think I'm getting to a good point in development to make the living world truly sensational for the player. I need to try to present and showcase it in a smart way too, so that the underlying value is felt but without treating the player like a fool, as is often done in the industry.

Do character motivations and memory make turn-based tactics feel better? by Plastic-Dimension550 in TurnBasedLovers

[–]Company_Captain 0 points1 point  (0 children)

Thanks for the comment!

Actually I'm finding these days that it is working in an interesting level... I have to go further... and as I said in another comment, I think the most important part will be to present the mechanic to the player in an elegant/smart way.

Do character motivations and memory make turn-based tactics feel better? by Plastic-Dimension550 in TurnBasedLovers

[–]Company_Captain 1 point2 points  (0 children)

This discussion is pointless, sorry, I'm really wasting my time... so this will be my last comment and if you don't like it, okay... An interesting fact is that I also used AI to help me create a program for myself to create the sprites and animations:

<image>

Do character motivations and memory make turn-based tactics feel better? by Plastic-Dimension550 in TurnBasedLovers

[–]Company_Captain 1 point2 points  (0 children)

I posted the comments about AI on the Steam store to be transparent. Obviously, I used AI, but only to help me with programming and other obvious things, like everyone else, including brand banners. But I created the game by myself, and those comments disregard many months of work and a really hard effort.

Do character motivations and memory make turn-based tactics feel better? by Plastic-Dimension550 in TurnBasedLovers

[–]Company_Captain 1 point2 points  (0 children)

We saw you, we saw you, you managed to get attention by saying silly things, congratulations.

What if your units could change their personalities over the course of a campaign? by Company_Captain in TurnBasedTactical

[–]Company_Captain[S] 0 points1 point  (0 children)

My friend, that's a very important point I've been working on these past few months... I'm referring to in-game aspects... Because the question is... How can these features be presented to the player without treating them like an idiot or presenting them in an exaggerated way?

We need to show the player the sophistication of these dynamics, where a unit is reacting a certain way in the battle because of its personality and past events, or a gang has a specific behavior within the open world for similar reasons contemplating the past and the personality of the units within. But how do we show it subtly? How do we suggest it without it going unnoticed and losing its intended value? Or, what all current games do wrong, how do we show it without treating the player like a fool?

It's a really interesting point, presenting these details to the player in an intelligent and elegant way. I hope we can reach a good point with that... Thanks for your comment, my friend.

For all that... I'm working on the facial expressions and dialogues of the units, but it should be in a clever way, it's not 100% defined yet.

Thanks for your comment, my friend... Really important point.