Author Topic: Evolution for buildings  (Read 1114 times)

Offline Sunshine

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Re: Evolution for buildings
« Reply #15 on: March 08, 2017, 04:21:05 AM »
Related to the topic at hand, there's also no current way to do 'random encounters'.  There are hordes and randomly spawned single NPCs, but nothing like a monster group that isn't attached to specific place. 

I can do hack "encounters" right now by altering maptiles so that there's a 10% chance you find a parking lot with a group of hostile NPCs hanging out there. But that has the same problem where it only happens once the first time you visit a place.  And once a player has seen it once, they know about it and are ready for it from then on. Not much of a curve ball.

Templates might be able to include something like a random encounter. Where it's not really altering any of the stuff on the map, but it does place a group of NPCs or a special monster group there. Encounters wouldn't need to be based on map info, like fungal activity, they could just have some really low chance of happening, and maybe a cooldown to keep them from hitting in rapid succession.

With that you could run into scavenger teams or other groups of NPCs all in one faction.  Or you could have custom monster groups like a pack of robots out exterminating fungals or other weird stuff.


Offline Coolthulhu

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Re: Evolution for buildings
« Reply #16 on: March 08, 2017, 10:11:35 AM »
It's hard to come up with something natural for natural encounters.

The problem is, natural encounters don't go well with persistent world. We'd need factions to send their "assets" to a location for it to look proper. And that's way further down the development.

Offline Sunshine

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Re: Evolution for buildings
« Reply #17 on: March 09, 2017, 05:30:24 AM »
We'd need factions to send their "assets" to a location for it to look proper. And that's way further down the development.
You mean like having a hordes-like thing where NPCs are tracked on the overmap?

Some of the existing "factions" seem more like generic categories of people than actual factions. Like you could just have a Wasteland Scavengers pop up anywhere since they're really just random (non hostile) survivors. Things like that seem at least as natural as the random single NPCs that pop up now.

Of course, once more RNG'ed and complex factions are introduced, those encounters and random NPCs spawning in your basement could be replaced with something better.

Offline Coolthulhu

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Re: Evolution for buildings
« Reply #18 on: March 09, 2017, 01:49:32 PM »
Factions are basically unimplemented right now. Most of their code is ancient and the only parts that really do anything is using factions as storage of NPC collective anger at player (that is, if faction hates you, all members hate you).