• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

Narrative Generation Overview

Sign in to follow this  
Followers 0


The narrative generation will work within high level constraints placed by the player. Or the Plyer can leave it to be entirely random.

The UI for this will be a page of simple sliders for the highest level of story control, but clicking through into the advanced settings will reveal many ways the player can customise the experience.

Example settings: (not including standard world generation options)
- Approximate narrative duration.. 30mins, 4 hours, 1 month, ongoing etc.
- Force include characters - with character designer.
- Force include species.
- Force include locations.
- Force include plot arc.
- Difficulty preference.
- Action level.
- Mystery level.
- Comedy level.
- Drama level.
- Narrative scope.. Right word? Whether its one town or whole universe.

The system will work on several layers.
On the top is the Narrative Director. It's the only thing that knows the whole story and the intended ending. It's job is to try to keep the story on track and provide the desired levels of suspense or action etc.

Ideally it will do this without affecting a character directly.. It would be easy to let it dabble in the mind of a character but I want it to affect them indirectly. This is because I want to keep the integrity of the characters actions intact. If it wants a character to attack the player they should have a reason provided rather than do it mindlessly. A mercenary is paid, for example, while in a more elaborate scenario the Director could arrange a situation to make a character hate the player. Perhaps the character is lied to or sees the player doing something that incites hate. The director arranges these scenarios.

The characters have their own AI brains. They have their own knowledge of the world and other characters (which may be wrong). They have their own goals to achieve.

Different characters require different kinds of brains. Animals are simple compared to people. To keep things sane a random person in the crowd may run a very simple crowd brain until they interact with the player in a way that requires them to 'upgrade'.Also different characters will run at different speeds.

The story plan is built up by searching a state graph. Nodes are states of the story and edges are actions that can be taken. This is an expensive approach, but I think conceptually simple. It should give me a system that works well, if slowly, and I can improve and optimise it in time.

Heuristics will be employed to trim down the possible actions needing to be searched. Exactly how these will work will be fun figuring out :)

The human player will also get a character. This will try to guess the players mental state and relationship to other characters through their actions. It will then use this proxy in the system like any other character. In theory the plater could let their proxy take over and they will continue to play the game in the same way.

These AI approaches are very expensive. I'll be using level of detail in the system and running things asynchronously to keep things going.

OK that's all for now. This post has mostly been me writing down my thoughts. I'll go into more detail on each part mentioned here as I approach implementation :)

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now