• Kaldo@fedia.io
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    2 days ago

    Making a system like this one day is my dream. I’m not in game dev and I’m probably never going to make a playable game but I naively believe that if you organize this well enough in advance, the moment it starts clicking together would be amazing. If you define all the individual actors in a flexible enough way, eventually the simulation should just ‘click’ and start functioning on its own, right? :P

    For example, you dont need to code the specific wolves+rain interaction - you just need to code “if vulnerable/tired - find shelter” and have rain affect the living creatures in that way. It doesn’t matter if there are deer or sheep in the area, “if wolf hungry” logic should just say “find something with meat to eat nearby”.

    Then again I know enough about programming to know this is extremely naive and it’d probably be a million times more difficult if I ever got around to doing it. I don’t even know where I fall on the dunner-kruger graph yet, but it’s an interesting thing to think about for me.

    • Echo Dot@feddit.uk
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      2 days ago

      According to the dwarf fortress developer the hard part isn’t the code exactly it’s the graphics which is why he doesn’t bother with them.

      • Kaldo@fedia.io
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        1 day ago

        Oh I empathize with that. I tried unity/godot and code part would always be fun and easy, I love that… models, assets, animations break my brain however. I wish I could just not bother with them but it’s such an important part of the experience, arguably the most important one