[quote name='AltarofScience' timestamp='1324630154' post='4896765']
[color="#ff0000"]Monsters have individual behaviors based on type, preferred biomes, nests and species behavior related to nests.
This is really funny, I use almost excatly same terminology in my game, but I dumped most approaches due to the complex handling and the lacking relevance to the player.
I hope you're more successfully than me.
[color="#ff0000"]well in some cases there isn't gameplay relevance to the player per say. the code is actually really simple to write and process. a nest is just a monster not spread out from the rift anymore. it stays in its current area.
Your rift system reminds me of tabula rasa(sci-fi MMORPG), instead of rifts, some kind of drop ship releases hords of enemies (including conquering/defending outposts).Whatever technology they used, as player it felt like scripted events/standard spawning.Tabula rasa has been shut down, but maybe you can still find some more information about the used technology, a post-mortem, player reviews etc.
[color="#ff0000"]the rifts are somewhat scripted events. they produce some different events as side affects, but they are just intended to fill the world with pve enemies.
The following passage is more about a philosophy of procedural content generation (atleast this is a forum to discuss such things ), feel free to skip it
Your approach sounds good, but I'm telling you this to motivate a better focus on the target audience . There's always the danger of making a game, or let's say a simulation, which satisfy the developer , but the players, your audience, don't see the benefit of such a system, even worst, see more bugs and cheats than gamedesign.
[color="#ff0000"]the AI isn't "smart". it functions like the AI in Majesty: The Fantasy Kingdom or warcraft type RTS.
Although I recommend to read some AI articles. A common issue with AI in games is, that 'clever' behaviour of the AI will not be interpreted as 'clever', more as 'bug/cheat', by the player. From the player point of view it is often better to let your AI agents talk about their actions, instead of just doing the 'clever' things. An example is, that the AI discovers, that the player is hiding, then sneaks up to the him and throw a grenade into the hiding spot. The player doesn't see the 'clever' behaviour, he just see the game-over screen and things about a cheating AI.
[color="#ff0000"]As I said above anyone familiar with those types of computer games will not see the AI as cheating.
Procedural content generation is similar to AI (kind of god AI, creating and managing a world) and there're similiar pitfalls. One pitfall is the story. With story I don't mean written text, with story I mean the story of an image, an object, a character, an environment etc. When you encounter a forest, with blood splattered on the ground, plants which has been trampled etc. this environement tells you the story about a recent battle.
[color="#ff0000"]There is some lore to the game, as well as areas that do what you say. Mostly they are city ruins, but you may see things elsewhere.
It is like a book story. A story without conflict is not a story. It like prince charming has been born, meets pricess boring, marries her, got some childs, dies from age, fin.... that is not a story. You need conflicts, an evil mage who wants to steal the pricess, threatens the children, an other prince who wants to marry your princess etc.
[color="#ff0000"]the game is a sandbox, not a themepark. Within the loose constraints of the lore the players are making their own story. Granted if you haven't read my other threads about my game the context may not be incredibly obvious. This is just one aspect of the game.
A story without conflict is like a procedural world without 'story'.
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