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Character Generation [technical/theoretical]
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<blockquote data-quote="BeerSkunk" data-source="post: 348674" data-attributes="member: 6915"><p><strong>Scrambled thoughts and warm milk</strong></p><p></p><p>Long post.</p><p></p><p>I was giving this some more thought this evening and was original approaching the problem from the generator's point of view. In other words, I was focused on how the generator could spit out various Objects to fit any type of game character, city, or whatever you wanted. Well, that's basically impossible. Your generator would have to know about every possible combination of attributes and how they affect each other. Not the way to go.</p><p></p><p>So, I turned things around. Now the model I have is a generator that just spits out data. Nothing else. It's up to the Object to request data from the generator in order to populate itself. So, the Object knows what attributes its made of, and the generator has been reduced to spitting bits and bytes on demand.</p><p></p><p>Well great. Now I have a generator that creates an infinite amount of data and can populate any Object that requests data from it. Perfect. I can generate data for any type of Object. The only thing else we need is something that tells us how to interpret the attributes of an Object. Basically, we need a rule book.</p><p></p><p>Lets add another piece to the puzzle then. We'll call it the Object Analyzer (OA). For every Object we have, we have 1-N Object Analyzer(s). For instance, a Character object may have a D&D OA, a Star Wars OA, and a Cthulhu OA. The OA's job is to look over the Object, inspect its attributes, and apply specific rules based on the values of those attributes. The job of the OA is the most difficult piece of the puzzle. It has to be flexible to rules changes, therefore it's likely to be some form of non-compiled script as some other posters have brought up. The implementation isn't important, however. The concept is that our data is separated from our game logic that tells us how to interpret that data.</p><p></p><p>Looks like we're almost there. We have a dumb, random data generator, and we have dumb Objects that are just collections of data, and finally we have really smart Object Analyzers that contain all of the rules specific to various games (the application of an OA could be for anything, it doesn't have to be limited to games).</p><p></p><p>This setup gets us very close to where we want to be I think. The data that describes an Object is infinite flexible without breaking anything. Lets say a new rule comes out for Vampire and we have to add a new attribute to the Character object. We just add the data in, modify the Vampire OA, and it's done. None of the other OA's will even care about the new data. They'll just ignore it.</p><p></p><p>I congratulate anyone who thoroughly reads through this post. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BeerSkunk, post: 348674, member: 6915"] [b]Scrambled thoughts and warm milk[/b] Long post. I was giving this some more thought this evening and was original approaching the problem from the generator's point of view. In other words, I was focused on how the generator could spit out various Objects to fit any type of game character, city, or whatever you wanted. Well, that's basically impossible. Your generator would have to know about every possible combination of attributes and how they affect each other. Not the way to go. So, I turned things around. Now the model I have is a generator that just spits out data. Nothing else. It's up to the Object to request data from the generator in order to populate itself. So, the Object knows what attributes its made of, and the generator has been reduced to spitting bits and bytes on demand. Well great. Now I have a generator that creates an infinite amount of data and can populate any Object that requests data from it. Perfect. I can generate data for any type of Object. The only thing else we need is something that tells us how to interpret the attributes of an Object. Basically, we need a rule book. Lets add another piece to the puzzle then. We'll call it the Object Analyzer (OA). For every Object we have, we have 1-N Object Analyzer(s). For instance, a Character object may have a D&D OA, a Star Wars OA, and a Cthulhu OA. The OA's job is to look over the Object, inspect its attributes, and apply specific rules based on the values of those attributes. The job of the OA is the most difficult piece of the puzzle. It has to be flexible to rules changes, therefore it's likely to be some form of non-compiled script as some other posters have brought up. The implementation isn't important, however. The concept is that our data is separated from our game logic that tells us how to interpret that data. Looks like we're almost there. We have a dumb, random data generator, and we have dumb Objects that are just collections of data, and finally we have really smart Object Analyzers that contain all of the rules specific to various games (the application of an OA could be for anything, it doesn't have to be limited to games). This setup gets us very close to where we want to be I think. The data that describes an Object is infinite flexible without breaking anything. Lets say a new rule comes out for Vampire and we have to add a new attribute to the Character object. We just add the data in, modify the Vampire OA, and it's done. None of the other OA's will even care about the new data. They'll just ignore it. I congratulate anyone who thoroughly reads through this post. :) [/QUOTE]
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