This is the second or third week since I've been back, and unfortunately I still don't have very much progress I can show. This has been a bit of a rough week for me, and progress has been slow going. However, I do have progress to report, as well as a plan for the immediate future.
Progress:
My base code - the text based version of the storyteller - is pretty much complete. I'm sure I'll discover more bugs here and there, and there's much I'd still like to add, but what I have now is functional and ready for the next steps - graphical implementation and game. The one step I really want to implement that's probably more of a headache than it's worth is specific character relationships... That is to say, if Character A loves Character B, but Character C angers Character B, Character B won't take it out on Character A. The thing is, I'm not actually sure that this would make the "simulation" element of my code any more realistic. This may be cynical, but I think it might do the opposite... I think most people act on general feelings most of the time - stress, anger, love, happiness - won't just affect how you interact with one person. If you interact with a friend when angry, you're likely to lash out at them. If you interact with someone you hate while happy, you're likely to be nice to them (unless they're mean to you and spoil your mood). My point being, I think what I have implemented is actually more accurate than an un-nuanced "everyone feels differently towards everybody" approach. Ideally, I'd implement a complex emotional algorithm in which people's feelings are made up of a combination of general and character specific emotions, but human interaction and behavior simulation isn't as important to my project as general storytelling, and with my samples I've proven that stories with beginning, middle, and end, where characters act on understandable (if simplistic) motivations are achievable with what I have now. That's all I set out to do.
Unity - I've come to understand that I won't be able to make much headway on making my code graphical unless I understand Unity better, so I've taken a bit of a "break" from working on the project to experiment with Unity and learn as much as I can about working with it. So far it's slow going... I've never really worked with anything like it before. But hopefully (and I know I keep promising this), I'll have some screencaps of a Unity version of my code to post next week.
Schedule:
Here's what I would like to achieve by my presentation in mid February:
Fully working Unity graphical implementation of my code, where you give the code parameters and "watch" a story. Simplistic camera editing as my "narrator" that I implement myself.
Then my goal for the end of the semester becomes:
Find a way to make a playable Unity mystery game where the story is generated by my code.
I'm still up in the air on the mystery game element. I almost want to let the player inhabit the main character and play through a story that could be anything... So that you don't know if you're getting a mystery, a love story, a horror, or anything until you're in the game. Even better, I want it so you control (inadvertently) what type of game/story it'll be with the choices you make. That'd be my ideal finished product.
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