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[ALPHA] Project Keira


xChimerical

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PROJECT KEIRA

PLEASE ENJOY RESPONSIBLY

 

DOWNLOAD HERE

 

Please report any bugs found, as there will be many.

This game is very early release, as you'll see as there is very little user interface graphics or content in place.

 

Please feel free to change and create files in the "Data" and "Graphics" sub-folder, which will allow you to create content in-game,

such as items, events, new sentient races and creatures.

 

You can move around the map using the numpad directional keys.

 


 

5VoZtB8.png

 

 

Project Keira is a procedurally generated single-player brutal RPG; the world is generated, you pick a scenario to

start with, make your character in the Character Workshop and you're off.

 

I say brutal as I intend to involve every element of human psyche in it. Let the incest and rape begin. No pulled punches.

 

The game has no base engine and is entirely written from scratch, as are the graphics/pixel duties as made by myself.

(Caveat; although that said, the base game to this is pretty flexible. I can see it easily fitting most game types, within the setup it provides).

 

The game itself was something I started on back in December 2015 and has held steady progress, since.

 

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I only started tracking through Asana in March, and the tasks are continually increasing with development.

 

 

 

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The player is the large red dot; the small red dots are the debug mode feature of tracking the human species.

 

The world is a procedurally generated plane, which can be customised to the player's desired setting.

Creatures are tracked as individual species at points in the world; they procreated, die and migrate. Your chances of successfully

tracking a creature whilst hunting depends on them actually being in the area.

 

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Actors, or NPCs, have complex relations with other Actors and you. They can be loyal, respectful, hateful

and admire you - all at the same time in a strong combination.

 

Typically they are initially generated as people in positions of power such as mayors, but they can

also be dynamically generated by the player interacting with the world, such as building a settlement

and attracting a migrant, exploring a town and talking to a stranger or simply bumping into somebody

in the wild.

 

Actors also have memories, where they can recall events - or create events (a lie!) - and spread them

amongst other actors.

 

Actors will grow old, have children, form families and eventually die one way or another.

 

You can become friends, form feuds and enemies, build an alliance, a relationship, marry, murder, eat, 

kidnap, rape and/or torture them - and they can you; or other Actors.

 

 

mFgqNxt.png

 




Summary

In summary, Project Keira is an no-punches-pulled simulator
of a procedurally generated world of true Roleplaying content.

You can go anywhere, do anything, see anything, within the limits
of the laws of the generated universe.


Explore
Explore the world around you; each play is different as the world
is generated to parameters you set. Explore a desert world, terran
world or an arctic wasteland.

Meet other non-playable characters, animals, monsters, terrifying spirits, 
demigods, gods and everything inbetween.


Survive
Set the difficulty to challenge yourself - fight to survive for the
slightest of water in the desert, keep warm in the arctic waste, keep
sane in a world of evil and darkness, or attempt to climb the ladder
of the sentient species and become a master race of your dominion.


Socialise
Build complex relationships with the other characters you meet; many elements
are to be considered, such as loyalty, respect, fear, trust and love. Conquer
the art of these, and you will still find yourself surprised by the intricate
personalities of these individuals.

They work, they play, they explore, they love, they breed, they do evil.

With the Adult Gameplay option switched on, be prepared, for this is a gameplay
that you can expect to ecounter the capabilities to others - and possibilities
to yourself - of very taboo subjects of the human psyche.


Craft & Build
Crafting is pretty standard in expectation - craft armours, weapons, intricacies
and so forth from every element of your environment. Make a bone sword or a gold
dress.
With the flexible TAG system in place, each item has a tag, and if the tag matches
the craft prerequisites, it can be used.

Building too can be complicated - if you have a plot of land, you can build a house.
If you build a house (or a fort, or a keep, or a tower, or... so forth), you can
build Rooms, known as 'DSSs' or 'Dynamic Sub-Slots'. These allow for continual
expansion of personalised structures, with each room further being able to be
customised by name, access, use, storage and quality level.

Conquer
Take your settlement, which now has numerous individual migrant NPCs and form a nation.
Take your settlement to the global scale and claim land and resources; build alliances
and fight wars. Kidnap your enemy's princess and demand the seccesion of their king;
or more deviant plots.

Politicise
Once you have built your settlement, you can set laws and policies, building 
mandates and resource export bans. Set up a government where you are the sole god
of your people, or define a council of rulers - but beware; you may create a system
so fair and so democractic that you yourself are ousted, only for one of the
councillors to use his personal power and wealth to oust the government entirely,
befitting himself as the Emperor.


Trade
Set up a small shop on the street, claim a hill and create a mine, start
a farm or set up a medieval restaurant; employ skilled and unskilled workers 
and make sure their needs are met to maximise their time and morale.
Create a chain of goods, resources or services that are processed or sold as 
produced and required.

Build A Legacy
Life is short; sooner or later you (might) die, depending on your choices in life.
It may be you unlock the secrets to immortality, or you may die of old age. Or
get unlucky and have a boulder drop on your head. Or a monster. Or find your throat
cut in the middle of the night by your enemy.

Either way as you die, you pass to the afterlife, where you can experience and live
on in the real world as an apparition, or escape the thereafter world of the heavens
and hells.
Alternatively, you can 'Pass the Torch' to your son or daughter and live on through
them.

 

 

 

Mqjlyua.png

 

Twitter

https://twitter.com/ProjectKeira

 

Site

http://www.shaungreatrix.com/

 

 

Character Sheet (excuse the basic graphics)

1mZrWB3.png1MCvrkc.png

 

World Exploration (the red dots are debug trackings of humans. Larger dots are more humans in that tile)

swQz70d.png

 

Crafting

kikbCeE.png

 

Construction

So this is a new bug, with the layout. My apologies.

 

Each "Settlement" has "Lots". Each lot holds a construction. Each construction holds "DSS, or Dynamic Sub Slots", which means you can effectively build your house, or castle, or warehouse or tower room for room. Each room has a maximum storage space, people space and fortification level (if applicable). They can also be improved.

KPaTXz5.png

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6 hours ago, PhenomenalDev said:

@Azkanan Sounds awesome! (He said about a rape game xD) May I suggest adding a insanity trait whereby you break down the more atrocious acts you do and the more people you care about die around you?

There's a sanity need (alongside hunger, thirst, rest, mood, temperature and safety). As you lose your sanity,  you get random events about doing strange things,  or your character will say random things whilst you're playing,  or recite songs and historical events to himself... and worse. :)

 

But yeah I haven't actually done much brainstorming on the causes to sanity effects, so witnessing atrocious things and losing people will be very interesting!

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10 minutes ago, PhenomenalDev said:

@Azkanan Maybe at higher levels sleeping means you kill people or the player loses some choices idrk?

I prefer the idea of making a friend when you're insane, building a friendship,  going on adventures, etc... except nobody else can see them,  except you... and from the players perspective, you can't tell the difference.

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Howdy guys.

 

Good news - The Historium is working! I've programmed it in this morning, and it was a lot easier than I expected.

 

The game now keeps a permanent record of all births, deaths, and whatever else I program it to record. Actors (NPCs) and the player will now be able to learn, spread/gossip, forget and create these as they occur.

 

DdxwRlz.png

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8 hours ago, Kibbelz said:

Please tell me all your formwork this time Az has nice names rather than label1-infinity haha :P

 

@Kibbelz I have :D. They're very pretty now, and even the classes, modules,  etc have naming conventions,  too!

 

6 hours ago, Kem said:

Inb4 Kiera Dilworth earns the in-game nickname of Kiera Dildo.

 

Also, the "historium" idea is pretty neat. It's like reincorporating old text based features back in.

 

@Kem I'm sure my friend Mr Dilworth (real person) will appreciate that haha. And yeah the historic market is a really important feature for Actor AI :).

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I can now visit a town, be recognised by the game that I'm only a visitor (and thus hides the 'administrative' pieces of Settlement View), and lists the locals, what they're doing and recognises if they're in or out of town - and has a button for me to visit them.

 

Exciting stuff.

 

JWjDmmP.png

 

And the mandatory bugs & optimizations. :(

 

5iesFSY.png

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Oh hey, thanks man!

 

Fixed those pesky bugs; The NPCs/Actors now have a starting action (Idle), their titles are programmed in and the reporting is working properly. How exciting.

 

Now when I hit that 'Visit' button, I need to devise a radar graph for their disposition toward the player.

 

sTuZK8q.png

 

As well of course to build the dialogue system... which looks a little like this.

 

risIGFj.jpg

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Description of OP updated.

 




Summary

In summary, Project Keira is an no-punches-pulled simulator
of a procedurally generated world of true Roleplaying content.

You can go anywhere, do anything, see anything, within the limits
of the laws of the generated universe.


Explore
Explore the world around you; each play is different as the world
is generated to parameters you set. Explore a desert world, terran
world or an arctic wasteland.

Meet other non-playable characters, animals, monsters, terrifying spirits, 
demigods, gods and everything inbetween.


Survive
Set the difficulty to challenge yourself - fight to survive for the
slightest of water in the desert, keep warm in the arctic waste, keep
sane in a world of evil and darkness, or attempt to climb the ladder
of the sentient species and become a master race of your dominion.


Socialise
Build complex relationships with the other characters you meet; many elements
are to be considered, such as loyalty, respect, fear, trust and love. Conquer
the art of these, and you will still find yourself surprised by the intricate
personalities of these individuals.

They work, they play, they explore, they love, they breed, they do evil.

With the Adult Gameplay option switched on, be prepared, for this is a gameplay
that you can expect to ecounter the capabilities to others - and possibilities
to yourself - of very taboo subjects of the human psyche.


Craft & Build
Crafting is pretty standard in expectation - craft armours, weapons, intricacies
and so forth from every element of your environment. Make a bone sword or a gold
dress.
With the flexible TAG system in place, each item has a tag, and if the tag matches
the craft prerequisites, it can be used.

Building too can be complicated - if you have a plot of land, you can build a house.
If you build a house (or a fort, or a keep, or a tower, or... so forth), you can
build Rooms, known as 'DSSs' or 'Dynamic Sub-Slots'. These allow for continual
expansion of personalised structures, with each room further being able to be
customised by name, access, use, storage and quality level.

Conquer
Take your settlement, which now has numerous individual migrant NPCs and form a nation.
Take your settlement to the global scale and claim land and resources; build alliances
and fight wars. Kidnap your enemy's princess and demand the seccesion of their king;
or more deviant plots.

Politicise
Once you have built your settlement, you can set laws and policies, building 
mandates and resource export bans. Set up a government where you are the sole god
of your people, or define a council of rulers - but beware; you may create a system
so fair and so democractic that you yourself are ousted, only for one of the
councillors to use his personal power and wealth to oust the government entirely,
befitting himself as the Emperor.


Trade
Set up a small shop on the street, claim a hill and create a mine, start
a farm or set up a medieval restaurant; employ skilled and unskilled workers 
and make sure their needs are met to maximise their time and morale.
Create a chain of goods, resources or services that are processed or sold as 
produced and required.

Build A Legacy
Life is short; sooner or later you (might) die, depending on your choices in life.
It may be you unlock the secrets to immortality, or you may die of old age. Or
get unlucky and have a boulder drop on your head. Or a monster. Or find your throat
cut in the middle of the night by your enemy.

Either way as you die, you pass to the afterlife, where you can experience and live
on in the real world as an apparition, or escape the thereafter world of the heavens
and hells.
Alternatively, you can 'Pass the Torch' to your son or daughter and live on through
them.

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Dialogue Editor... I could do with some feedback on this one. Namely with the Disposition Considerations.

 

The original thought was to simply have a "Disposition Changes" with set values of -100 to 100 for each Disposition Type (Trust, Respect, Etc).

 

However, in consideration to Actors having personalities, I had to dynamise this to a degree - so instead, the dialogue maker chooses which disposition needs to be considered from the dialogue option that has just been said to him, and then reacts by context.

 

For example;

"I'm so happy to see you." - Trust, Approval. The context is happy and friendly.

"I'm ever so happy to see you. Trust. Approval. The context is sarcastic and unfriendly.

 

Fucking English Language.

 

So when this is fired off as a check for the AI's Logic, it'd check against his gullibility trait, if present, on the second option, for example; or check against his friendliness. Shyness. So forth.

 

That said... I suppose I need to dynamise the possible dialogue outcome by the Actor's personality, rather than just the possible outcome chance of success, huh? Fuck...

 

mTN3ww9.png

 

 

 

EDIT;

 

Alternatively... Have each dialogue pointed to, per outcome type.

 

Or theoretically, alternatively alternatively, create a truly dynamic dialogue system where the AI can stitch sentences together, based on disposition considerations. That sounds real difficult, though. Would be funny though, I'm sure.

 

apvfe6E.png

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1 hour ago, Kem said:

One thing- why does your character instantly know the names of everyone in town when he arrives? Has he met them all before? You should change it so it's ??????? in the list until the player meets them and they tell their name (via trust.)

 

That's true - that was an oversight on my part. A mechanic in the game that I'd like to get in, but not sure how I would just yet, is that you can give fake names and be recognised by face to those names and vice versa. It'd mean you could call yourself "Jimmy Hayley", go on a murdering spree, be witnessed to that end and have a bounty put out on that name. Change your appearance up, move far away and you've got a semi-good chance of getting away with it.

 

I guess when you enter a town, you can have a character's information copied into your relations class, or your list of people you know and their details, but have their name swapped out, but their Character ID stored. Thereafter they're linked and you can build a relationship with them, "importing" their information from the game's record of the subject into the player's record of the subject as you learn about them.

 

+1 Kem.

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