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Steam News26 August 20241y ago

Dynamic gameplay in MORGANICA

DYNAMIC GAMEPLAY An important characteristic of the attractiveness of successful game projects is variability - the possible number of options for the development of the game plot, gameplay, in response to certain actio

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Full Morganica: Bloody Harvest update

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  • Gameplay
  • Server
  • Events
changedDYNAMIC GAMEPLAYAn important characteristic of the attractiveness of successful game projects is variability - the possible number of options for the development of the game plot, gameplay, in response to certain actions of the Player. The variability of the Game directly affects the timing and, accordingly, the cost of its development, which often determines the limitations of the proposed possible options.
changedDYNAMIC GAMEPLAYIs there a way out? There is.
changedArchitectureThe Intelligent State Machine (ISM) is a generative neural network.
changedArchitectureBy accepting descriptions of their virtual avatars from Players, ISM stores and takes this data into account in the future, when creating their virtual images, forming internal cause-and-effect relationships that determine the current gameplay.
changedEXAMPLE OF USING ISMThe day before the events described, insider N3564 (player), exploring a closed area near the barracks of the City Guard (NPC), accidentally seriously injures Colonel Jamid (NPC) (an initially unpredictable event). Reports are spreading through the internal insider network that the Guards have left the city blocks and locked up in their barracks, apparently to clarify the situation and reconnoiter. The Demons of Evil (NPCs), the former Owners of the City, decide to take advantage of the situation and open a portal through which gangs of Priests (NPCs) enter the City in order to regain power over the City. This becomes known from an emergency appeal from the mayor of the City.
changedEXAMPLE OF USING ISMThe development of further events is constructed by ISM on the basis of a clear dramatic structure, but its development is constantly adjusted by initially unpredictable events caused by the actions of individual players and the responses of NPCs with their own behavioral patterns embedded in the cognitive agents that control them (D2NCA).

Morganica: Bloody Harvest changes

changedAn important characteristic of the attractiveness of successful game projects is variability - the possible number of options for the development of the game plot, gameplay, in response to certain actions of the Player. The variability of the Game directly affects the timing and, accordingly, the cost of its development, which often determines the limitations of the proposed possible options.
changedIs there a way out? There is.
changedThe Intelligent State Machine (ISM) is a generative neural network.
changedBy accepting descriptions of their virtual avatars from Players, ISM stores and takes this data into account in the future, when creating their virtual images, forming internal cause-and-effect relationships that determine the current gameplay.
changedThe day before the events described, insider N3564 (player), exploring a closed area near the barracks of the City Guard (NPC), accidentally seriously injures Colonel Jamid (NPC) (an initially unpredictable event). Reports are spreading through the internal insider network that the Guards have left the city blocks and locked up in their barracks, apparently to clarify the situation and reconnoiter. The Demons of Evil (NPCs), the former Owners of the City, decide to take advantage of the situation and open a portal through which gangs of Priests (NPCs) enter the City in order to regain power over the City. This becomes known from an emergency appeal from the mayor of the City.

DYNAMIC GAMEPLAY

An important characteristic of the attractiveness of successful game projects is variability - the possible number of options for the development of the game plot, gameplay, in response to certain actions of the Player. The variability of the Game directly affects the timing and, accordingly, the cost of its development, which often determines the limitations of the proposed possible options.

Is there a way out? There is.

Architecture

The Intelligent State Machine (ISM) is a generative neural network.

ISM has complete information about both the Game (virtual) World, stores and uses information about the physical, semantic and cognitive parameters of all game components, and collects and analyzes the current state of the Real World.

By accepting descriptions of their virtual avatars from Players, ISM stores and takes this data into account in the future, when creating their virtual images, forming internal cause-and-effect relationships that determine the current gameplay.

EXAMPLE OF USING ISM

Full moon. The locals, zombies and monsters (NPCs), fall into a poorly controlled aggressive state. Insiders (players) on this day need to be more vigilant and refrain from communicating with the locals.

The day before the events described, insider N3564 (player), exploring a closed area near the barracks of the City Guard (NPC), accidentally seriously injures Colonel Jamid (NPC) (an initially unpredictable event). Reports are spreading through the internal insider network that the Guards have left the city blocks and locked up in their barracks, apparently to clarify the situation and reconnoiter. The Demons of Evil (NPCs), the former Owners of the City, decide to take advantage of the situation and open a portal through which gangs of Priests (NPCs) enter the City in order to regain power over the City. This becomes known from an emergency appeal from the mayor of the City.

Mayor and the “city self-defense committee” headed by him, calls on all insider clans to take up arms, stand up for protection and clean up their urban areas. Additionally, an urgent recruitment of volunteers is announced for a detachment under the control of armorer Mad (NPC), who goes to the abandoned tunnels of the city subway for rare artifacts that reduce the aggressiveness of local residents, so that they can act as assistants in the liberation of the City from gangs of Priests…

The development of further events is constructed by ISM on the basis of a clear dramatic structure, but its development is constantly adjusted by initially unpredictable events caused by the actions of individual players and the responses of NPCs with their own behavioral patterns embedded in the cognitive agents that control them (D2NCA).

Сonclusion

The above example and its implementation, to date, are still under development. Nevertheless, understanding the existing ways of implementation, the described goals and the tasks at hand, allows us to be confident in the realism of our plans. For Players, this means increasing the playability of the project, ensuring an unsurpassed variability of events, and the unpredictability of in-game life.

Source

Steam News / 26 August 2024

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