When I begin to work on the project, I’m going to work on the AI and do a few tests to make the Sims more human like. It will take a while to eventually get the sims to where they are more unpredictable and can’t be guessed by the players. There is always two or more ways to do the same thing, and I hope that the final implementation is something that is quick and does its job well.
- Sim Personality
-
I was thinking of creating a table that has the personalities for each of the population. Which translate to one row for each of the sims, which can cause the game to get really big, really fast depending on the amount of members playing. It would be a good idea to have a limit for each of the population for each character. The personality and weight would most likely grow as the game matures. There has to be options for each of the configurations on what the player can set for their country and job, as well as the trade routes and whatever else is implemented.
- AI Technique
-
I was thinking about using Fuzzy Logic for each of the sims based on the weight and also having limits, so that every player will have at least some sims in their country. The AI will eventually mature to Neural Networks as the AI progresses and the options and sim chooses grow. I would also want to have the sims give birth and die based on how much food and health there is in the country.
- Population
-
The population will determine how much money the player receives and how many sims are working. The sims will have jobs and there will be a list of available jobs depending on the amount of players. So, as the population grows, the more jobs will be needed and the jobs will be filled. The population also determines the rank of the player.
Possibly Related Posts:
- Game Engine Development and Open Source
- Plans for Base CMS
- Bullet: E-Book Library Management and Content Server
- Using ZendFramework 2 beta1 For Directory Project
- Project Plans
Comments are closed.