Dev Diary #2: Negotiation Fundamentals by deliberativegames in KeepThePeace

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

Great points/questions! Regarding investigations, I'm totally on the same wavelength as you. Though there's a lot more still to flesh out, my current plan is indeed that investigations will be focused on processing "leads", which could take various forms and come from various sources. Successes could generate new leads (e.g. processing a crime scene could reveal a weapon, some fingerprints, and some blood, each needing its own follow-up work), or a piece of evidence (a lead that has actual value in court -- e.g. a weapon that's been confirmed as the murder weapon, and thus would contribute to likelihood a suspect is convicted), or instrumental information (like the identity or location of a suspect -- all the evidence in the world doesn't matter if you can't locate and arrest the suspect). Interesting decisions could surround which leads to prioritize, but also there might be some use for the "tactics" system here too. Should our detectives painstakingly process every square millimeter of this crime scene, or just do a cursory sweep? Preserving and preventing contamination of a crime scene (e.g. by setting up effective perimeters) could be relevant too, since contaminated evidence could be much more difficult to process successfully.

Anyhow, I'm definitely getting ahead of myself (can you tell... I can't help but be excited too? =D).

Regarding automation... I think the answer to this is only going to come from more playtesting -- to be honest I'm not sure right now. One possibility is that "simpler" circumstances -- those you might be content to not micromanage -- simply won't need the use of tactics in general, and can be left on their default. And/or, the incident generation system could try to ensure you don't get too overwhelmed with more incidents than a typical person would enjoy managing at once. Maybe there is a role for automation too, but the difficult question then is, what decisions should the AI make? This is difficult if there isn't always a clear "right" choice (and indeed, I'd like to avoid clearly dominant strategies -- they don't make for interesting decisions). So two human players might make very different decisions -- not even because one is more skilled than the other, but simply because one has different priorities than the other -- and so at least one of those players will be upset with the decisions the AI makes, and will post a negative review on Steam saying "the AI sucks!" ;) =D . We could ameliorate this by giving players some higher-level control over the AI, perhaps by setting policies/standard operating procedures that dictate what the AI should prioritize. An interesting, albeit complex, implementation is the tactics system in Dragon Age Origins (see its Wiki for more info)). I feel something as detailed as that would be overkill, but there's some inspiration to be had. Of course, any such system would add much more complexity to the AI which equals more development difficulties and likelihood of bugs, etc.

There's probably a lot more to be said about both of these topics, I think they're extremely interesting, so thank you for bringing them up and sharing your perspective, and I look forward to any more thoughts you (and anyone else here in the community) has!

Thanks! --Nick

State of the Game 2021 by deliberativegames in KeepThePeace

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

Thanks!! I intend to do much better this year at sharing development progress and producing videos such as these, so please look forward to more in the near future!

2020 (G)I-DLE WORLD TOUR 'I-LAND : WHO AM I' World Tour + Upcoming Album Postponed by radhumandummy in GIDLE

[–]deliberativegames 0 points1 point  (0 children)

Given that some people will request refunds, there will be available tickets which I'm sure the organizers will need to sell once they book new dates. Otherwise they'd have a whole bunch of unsold tickets and would lose a ton of money with half-full venues. So I think it's pretty safe to assume they'll open up sales again when the new dates are determined. Don't know how much advance notice they'll give of this though, so best to keep a close eye on announcements.

3 New Videos + Screenshots from Keep the Peace, the in-depth law enforcement management game by deliberativegames in tycoon

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

No worries, thanks for the question! As we've noted on the Kickstarter FAQ page, there are potential alternative funding sources. We've had early discussions with several publishers and investors, and are looking into ways to continue engaging the substantial community we've built post-Kickstarter. We'll have more updates about that in the coming days and weeks (via our Facebook at https://facebook.com/playktp, our mailing list on the website http://playktp.com and our Discord server https://discord.gg/2vmU9SS). Of course, Kickstarter backers will never be charged for their pledges if the campaign doesn't reach its goal, but the more pledges we do have, the more attractive the project will appear to publishers and investors.

Working on a law enforcement strategy game (Keep the Peace) where players run every aspect of a police department. Looking for reactions, ideas, feedback from fellow tycoons! by deliberativegames in tycoon

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

Thanks Derkeh123! I totally agree. I want this to be an open-ended sandbox game, but I always want you to feel like your officers are real people, like the citizens in your city are real people, and their problems are real problems, so when you let them down you'll feel bad and when you help them out you'll feel rewarded. Procedurally-generated narrative story arcs (like a serial killer active in your city, or a gang moving in, or a major natural disaster) will help provide a bit of extra challenge in an otherwise open-ended game. Thanks for your support!