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Character Generation [technical/theoretical]
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<blockquote data-quote="smetzger" data-source="post: 342333" data-attributes="member: 1230"><p>Well, I am not so sure about this. My experiments in 2e character generation and now 3e character generation indicate it to be an intensive process in which you constantly have to weigh speed vs. memory usage. I think it will take several seconds for one character. This is given my interpretation of 'generic engine' which is: All game rules are assigned in the data and all relative weights for random character generation is also assigned in the database. When I say 'rules are assigned in the data' this could be done via keywords or scripting code. Also, I am assuming that relative weights can be modified by many things, for instance when randomly determining weapons carried for a dwarven fighter with weapon specialization in battleaxe; the weapons will all have a weight and then his dwarven race should modify these weights and then his weapon specialization should further modify these weights.</p><p></p><p>Admitedly, I am not much of a theoretical programmer; I am much more practical and KISS oriented. But I think you first need to clearly identify what you mean by 'generic engine'. You will also need to decide if you want this to be a purely random character generator or if you also want a GUI which will allow the user to edit characters. If you also want the GUI, than I would suggest that one expand the definition to allow for a user to manually edit any part of the process and then allow for random generation to complete the process.</p></blockquote><p></p>
[QUOTE="smetzger, post: 342333, member: 1230"] Well, I am not so sure about this. My experiments in 2e character generation and now 3e character generation indicate it to be an intensive process in which you constantly have to weigh speed vs. memory usage. I think it will take several seconds for one character. This is given my interpretation of 'generic engine' which is: All game rules are assigned in the data and all relative weights for random character generation is also assigned in the database. When I say 'rules are assigned in the data' this could be done via keywords or scripting code. Also, I am assuming that relative weights can be modified by many things, for instance when randomly determining weapons carried for a dwarven fighter with weapon specialization in battleaxe; the weapons will all have a weight and then his dwarven race should modify these weights and then his weapon specialization should further modify these weights. Admitedly, I am not much of a theoretical programmer; I am much more practical and KISS oriented. But I think you first need to clearly identify what you mean by 'generic engine'. You will also need to decide if you want this to be a purely random character generator or if you also want a GUI which will allow the user to edit characters. If you also want the GUI, than I would suggest that one expand the definition to allow for a user to manually edit any part of the process and then allow for random generation to complete the process. [/QUOTE]
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