Siboot

September 20, 2010

Trait Order in Actor Editor Determines Menu Ordering

Filed under: Graphics — Bill Maya @ 11:30 am

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September 19, 2010

Alternate Way of Say

Filed under: Graphics — Bill Maya @ 12:27 pm

July 19, 2010

InConversation2 Notes

Filed under: Design Documents — Bill Maya @ 12:08 pm

PDF of the pages from my Siboot design notebook dealing with conversation handling in InConversation2 storyworld.

InConversation2-notes

July 2, 2010

Because a Graphics Tool is a Terrible Thing to Waste

Filed under: Graphics,Misc — Bill Maya @ 12:10 pm

June 6, 2010

The First Rule of Storytron…

Filed under: Uncategorized — Bill Maya @ 2:05 pm

1. Don’t screw around with the System verbs.

The second rule of Storytron…

2. Don’t screw around with the System verbs.

March 30, 2010

Siboot Design Document 6

Filed under: Design Documents — Bill Maya @ 12:01 pm

Note: In this design document the term “Trust & Betrayal” (T&B) refers to the original game by Chris Crawford. The term “Siboot” refers to the T&B Storytron adaptation.


PROGRESS TO DATE – 02.13.10

  • The [ignore] verb has been deactivated, based on a decision that I didn’t want characters ignoring other characters based on pHated_Loved. I want one character to respond to 2nd character even if their pHated_Loved towards that 2nd character is Extremely Hated.
I might activate [ignore] at some later date (though probably not in v1.0) because I still feel it can be used for very powerful manipulations.

  • The “want to go to” verb has been modified so it’s only available when you’re NOT at the Temple of Siboot.
  • After several attempts to limit the number of actors in a conversation to two I abandoned more complex attempts (creating a who’s conversing with whom matrix, locking stages) to implement a more simple approach – you cannot greet an actor that is engaged in a conversation though you can observe their actions.
    • An actor is considered engaged and unavailable for conversation if their OccupiedUntil is greater than the Storytime. This condition can be created if the timeToPrepare (TTP) and timeToExecute (TTE) values of a verb are greater than 1 (I found in the OpenClosed storyworld, setting the values of TTP and TTE to 3 worked).
    • If an actor is engaged, they will not show up as a DirObject of the [greet] verb. This is done using an AllUnoccupiedActorsOnStage operator.
    • There could be some unanticipated side effects with this approach. If anyone sees any potential pitfalls, please let me know.
  • Here’s the verb count in existing storyworlds or storyworlds under development:
    • Siboot – 29 verbs (in progress)
    • Prom Night 58 verbs (in progress)
    • Vanity & Vexation – ? verbs (in progress)
    • BoP2k – 75 verbs
    • ChitChat – 39 verbs
I was concerned that I have too few verbs to achieve a dramatic critical mass. I’ve decided not to worry about it at this point for the following reasons:

    • The initial goal was an adaptation of Trust & Betrayal. If a verb wasn’t in the orginal I didn’t include it in the initial Siboot verb web. Nothing in the design precludes adding additional verbs in subsequent versions to create a richer dramatic model.
    • Each interstitial story that I add will require four custom verbs. Since their could be up to 38 interstitial stories, that’s 142 additional verbs (for a total of 170). Granted, they’re verbs of a limited use variety but they’re verbs nonetheless.

NEXT STEPS

Since I’ve publicly committed to a January 2011 release of Siboot (whether it will be a 0.x release or a 1.0 release I don’t know) I’ve spent some time coming up with a list of the outstanding prioritized development tasks:

  1. Finalize combat architecture design
  2. Prioritize 38 interstitial stories
  3. Implement 29 verb role/options
  4. Implement level 1 actor agency
  5. Implement combat architecture
  6. Implement priority 1 interstitial stories
  7. Implement level 2 actor agency
  8. Implement priority 2 interstitial stories
  9. Implement priority 3 interstitial stories
  10. Edit backstory prop text
  11. Finalize graphics

Ideally, once task #6 was completed there could be a 0.x release prior to January 2011 to  select beta testers.

There’s 306 days in the March-December 2010 timeframe. Given my current schedule I feel I can devote 2 hours a day to Siboot for a total of 612 hours. However, even the most optimistic estimates required to 2 1/2 times that number of hours to complete all the above tasks.

So I’m not going to try and estimate how long it’s going to take up front, I’ll simply start working on the tasks in priority order and track the hours required to complete each task.

After a month or two, using some agile estimation and planning techniques that I learned in my 925 work, I’ll be able to compute my development “velocity” which will give me a better idea of when all the tasks can be completed. Since the development effort is “timeboxed,” i.e. there will be a release in January 2011, if I have to strip out features to make that date, I will.

NOTES

Handling Conversations

–> Greet –> Return Greeting

Need to figure out how to track which actor Protagonist is chatting with.

I need to prevent a actor #3 from greeting actor #1 or actor #2 if they’re already in a conversation.

Began experimenting with conversation logic – link

01.01.10 – Decided to use SetStage-SetDoorOpen Consequence to set stage DoorOpen to false so no other actors can enter stage when one actor greets another actor. (How will this play out if two actors are on a stage, a 3rd actor enters and greets one of the two actors already on the stage?)

If you [want to find] an actor and they’re on a closed stage, you arrive at a dead end.

I’ve been working on an operator that only gives you actors who aren’t on the same stage as another actor for the [want to find] TheDirObject.

01.30.10 – After several attempts (FateSetChat, FateSayConversation) and some back-and-forth with Chris regarding the sequencing of events (link), I abandoned the more complex attempts at limiting a conversation to two actors at a time and locking/unlocking stages.

The implementation that I’m going with is much simpler – you cannot greet an actor that is occupied though you can observe their actions.

  • If an actor is engaged, their OccupiedUntil will be greater than the Storytime if the timeToPrepare and timeToExecute values are greater than 1 (in the OpenClosed storyworld, [is talking to] has TTP and TTE values of 3).
  • If an actor is engaged, they will not show up as a DirObject of the [greet] verb. This is done using an AllUnoccupiedActorsOnStage operator.

There could be some unanticipated side effects with this approach. I’ll publish this approach and depend on community review to point out any unforeseen pitfalls.

Verb Counts

Here’s a verb count in existing storyworlds

  • Siboot – 29 verbs (in progress)
  • ChitChat – 61 verbs
  • Prom Night 58 verbs (in progress)
  • BoP2k – 75 verbs

I wonder if I have too few verbs to achieve a dramatic critical mass. I’ve decided not to worry about it at this point for the following reasons:

  • The goal was an adaptation of Trust & Betrayal. If a verb wasn’t in the original I didn’t include it in the initial verb web. Nothing precluded add additional verbs to subsequent versions to create a richer dramatic model.
  • Each interstitial story will require four custom verbs. Since there are 38 interstitial stories that could be in Siboot, that’s 142 additional verbs for a total of 170 verbs. Granted, they’re of a limited use variety but they’re verbs nonetheless.

02.10.10

Since I made an announcement in the forums that there was going to be a January 2011 release of Siboot (v1.0 or v0.x, depending on number of interstitial stories included), I probably should come up with a list of the outstanding development items.
In no particular order:
  • Edit the backstory props for conciseness while retaining the original intent.
  • Finalize actor and stage graphics (graphics for props?)
  • Implement verb roles/options – 29 total
    • Includes bi-directional use (by Protagonist and other actors)
  • Prioritize interstitial stories
  • Implement interstitial stories (35 or 38 stories, 4 verbs/ story)
  • Finalize combat architecture design – one day vs. many days
  • Implement combat architecture design
  • Actor agency (definitely implement 1, possibly 2, probably not 3)
    1. Moods & PValues to control Option choices of immediate situation
    2. Add explicit references to HistoryBook (Has Vetvel ever betrayed Kendra? Does Kendra know about his betrayal?)
    3. Long range considerations using abstract actor values such as Weight

10 months for development and testing (March – December). 306 days total.

How many hours per day can I commit to? Let’s say 2 hours/day. That’s 612 hours total.

02.13.10

Prioritized development items list:

  1. Finalize combat architecture design
  2. Prioritize 38 T&B interstitial stories
  3. Implement 29 verb role/options
  4. Implement actor agency-level 1
  5. Implement combat architecture
  6. Implement priority 1 interstitial stories
  7. Implement actor agency-level 2
  8. Implement priority 2 interstitial stories
  9. Implement priority 3 interstitial stories
  10. Edit backstory prop text
  11. Finalize graphics

Ideally, once step #6 was complete there could be a 0.x release. This release could happen prior to the official January 2011 release date to select beta testers.

March 15, 2010

Offer To Reveal

Filed under: Misc — Bill Maya @ 11:23 am

March 1, 2010

Acolyte Aura Ranges

Filed under: Misc — Bill Maya @ 12:38 pm

February 13, 2010

Siboot 2010 Development Hours Estimate

Filed under: Misc — Bill Maya @ 4:44 pm

January 31, 2010

AllUnoccupiedActorsOnStage Operator

Filed under: Misc — Bill Maya @ 2:28 pm

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