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Needs a generic entity class to be able to hold multiple different types of entities. Human/animals within a single Dict.
Although i'm not sure if this would be the best way to go about it. It might be more reasonable to house creature types that vary strongly from each other into different dicts for efficiency. Since eventually sending information to an AI to generate scenario and interaction responses will be humanoids more than animals interacting. At that point it might make more sense to procedurally create animals on the fly when a player interacts with that animal.
For example:
Upon entering a forest a player will most likely encounter some kind of animal, likely more than one. Instead of housing every single animal in the game world. Just house generic population data for a specific region. Then create instanced data of a players surroundings until the player would leave that area. Just adjust any generic information that may have changed based upon player interaction.
Building upon this would be the creation of named animals(or monsters, you get the idea). These would be specific creatures that hold significance in meaning. Say upon a quest there's a "Goblin" group that defeats a party of multiple players. One of them would be "Chosen" to become a named entity that would have higher stats and allow for future development of this creature.
well this is my current idea for it anyway.
The text was updated successfully, but these errors were encountered:
Needs a generic entity class to be able to hold multiple different types of entities. Human/animals within a single Dict.
Although i'm not sure if this would be the best way to go about it. It might be more reasonable to house creature types that vary strongly from each other into different dicts for efficiency. Since eventually sending information to an AI to generate scenario and interaction responses will be humanoids more than animals interacting. At that point it might make more sense to procedurally create animals on the fly when a player interacts with that animal.
For example:
Upon entering a forest a player will most likely encounter some kind of animal, likely more than one. Instead of housing every single animal in the game world. Just house generic population data for a specific region. Then create instanced data of a players surroundings until the player would leave that area. Just adjust any generic information that may have changed based upon player interaction.
Building upon this would be the creation of named animals(or monsters, you get the idea). These would be specific creatures that hold significance in meaning. Say upon a quest there's a "Goblin" group that defeats a party of multiple players. One of them would be "Chosen" to become a named entity that would have higher stats and allow for future development of this creature.
well this is my current idea for it anyway.
The text was updated successfully, but these errors were encountered: