Posting as a new thread since this doesn't belong anywhere.
Last year got the idea of a title with NPC economy simulated to each item's detail, with no make-believe "new shipments" never present in gameworld.
Having a production chain, as in RTSes, NPCs with their own workshops, houses, items on them and in storage -- task the NPCs belonging to a settlement into producing goods.
That came up after playing too much Falcon 4.0 variants, that in addition to a flight sim has a strategic map with units that exist persistently, never pop up outta nowhere, interact with enemy units, etc. Within the leaked Falcon 4.0 source code exist separate ground and air tasking units that actually create missions.
Another game I played at the time was Stalker: Clear Sky with its outpost popamole part, but that was so poorly implemented really deserves for proper implementation, and adding depth to the experience.
Question is what kind of gameplay could be added to Generic RPG Universe Sim. Maybe "Mount and Blade"-style roaming party style. Or procedural quests for a faction or few. Or a war sim like Falcon 4.0 was.
Obviously the simulation could be attacked by the player that could incline to, say, murder all current butchers and NPC peons assigned as next butchers, etc. Which itself is good as long as doesn't lead to obviously absurd behaviors of the economy as a whole.
Writing the code, not to mention making assets serves no purpose, really. If wanted few minutes of fame, there are fuckton of other projects begging for help. This one has no demand. The hardest part would be making assets, animating and mapping them.
Minecraft had it easy, its premise can be explained within typical short attention span.
Last year got the idea of a title with NPC economy simulated to each item's detail, with no make-believe "new shipments" never present in gameworld.
Having a production chain, as in RTSes, NPCs with their own workshops, houses, items on them and in storage -- task the NPCs belonging to a settlement into producing goods.
That came up after playing too much Falcon 4.0 variants, that in addition to a flight sim has a strategic map with units that exist persistently, never pop up outta nowhere, interact with enemy units, etc. Within the leaked Falcon 4.0 source code exist separate ground and air tasking units that actually create missions.
Another game I played at the time was Stalker: Clear Sky with its outpost popamole part, but that was so poorly implemented really deserves for proper implementation, and adding depth to the experience.
Question is what kind of gameplay could be added to Generic RPG Universe Sim. Maybe "Mount and Blade"-style roaming party style. Or procedural quests for a faction or few. Or a war sim like Falcon 4.0 was.
Obviously the simulation could be attacked by the player that could incline to, say, murder all current butchers and NPC peons assigned as next butchers, etc. Which itself is good as long as doesn't lead to obviously absurd behaviors of the economy as a whole.
Writing the code, not to mention making assets serves no purpose, really. If wanted few minutes of fame, there are fuckton of other projects begging for help. This one has no demand. The hardest part would be making assets, animating and mapping them.
Minecraft had it easy, its premise can be explained within typical short attention span.