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Finally... => Creative Projects => Topic started by: Gornova on March 19, 2018, 05:19:31 pm

Title: Infiltration - ancient evil god game simulator
Post by: Gornova on March 19, 2018, 05:19:31 pm
You are not dead, you are not living.. yet.

Aeons ago, in a time before mith, your enemies sigil you in a realm far from reality. Weakened and far from your power, your will simply.. disappear.
One echo, from time to time, hit your dreams. Something called humanity is playing with arcane power and forgotten knowledge, part of you.
You simply awaken and take a look into the world. These "humans" will serve you as puppets in your quest to become powerful, again.



TLTR: released version 1.0, so please take a look on my blog (https://randomtower.blogspot.com/2019/03/infiltration-100-hidden-horrors.html)


Some screenshots


(https://4.bp.blogspot.com/-kpRoMyv3wYw/W1JETD8bpvI/AAAAAAAAIDw/4t9nxAcbxh0LEugqqXRuc7lfWR3Q4--PgCLcBGAs/s1600/0.0.1.png)
In this screenshot updated city interface, on bottom you can see districts

(https://2.bp.blogspot.com/-CB8RBpZkp0E/W1JES8rcytI/AAAAAAAAIDs/JlLOqh3InBYXnbjnsc7AxZ9q6MB42o4dwCLcBGAs/s1600/0.0.2.png)
In this screenshot you can see updated character interface with new resources: money, followers and influence


I'm interested in build a game inspired to TWS (http://www.bay12forums.com/smf/index.php?topic=141997.0), not the same game a mooore smaller game and without money.
This is not a call for kickstarter, just a simple discussion on how organize a game that inspired to TWS, in the following way:


a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory


I'm intrigued on this topic, so in the following points I'd like to discuss with anyone some points:

turn based: I prefer a game when skill is not how faster you are on click on something, but instead quality of your strategy and tactic's decisions. As example think different between chess and starcraft 2

single player: much simpler, I like single player games, not too much to discuss here

asymmetric: in most of the game there are more than one side and every side can do most of the time same actions to alter game state and obtain victory (poker? hearthstone? risk ?).
I'm intrigued in games that does not have this structure, and in my "vision" this kind of game are asymmetric. Player can do actions that other "ai controlled players" or "entities" in the game cannot do.
This is a crucial point in my idea and the following are just some ideas:
- player can force other actors to do a specific actions
- player can hide from other actors, but leave behind some clues
- other actors can raise armies, command in battle and star wars
- other actors can promote actors in an organization and give them new actions and privileges to do
I hope you get the idea

take control of an agent: in original TWS vision player is a god-like ancient being that can interact in limited way into material world. Very weak at start, get more power unlocking special places or rituals. In order to obtain these powers, player get direct control on an agent (or very few ones) to manipulate other actors. This is also interesting for me, because is a key point in the "asymmetric" vision point. An agent has some style of play: for example an assassin vs a thief. Two separate paths, actions and different kind of manipulations

manipulate actors and organizations: like I've said before, every organization (a merchant guild, a private company, government) has some actors in key points that can be manipulated and forced to act in a specific way.
An example should be find with thief inside notable's house some key documents and use them to introduce thief in a secret guild.

obtain victory: obtain victory in my simplified vision is to unlock the X power of the ancient being or find special places or objects. Is not so important in the end what to do. But in order to obtain victories you need informations and where found informations? In key places in organizations that can point you in the right direction, unlocking new places and so on.


A first experiment

Given these coordinates, my thoughts was directed to create a small paper-based prototype with setting in modern days (again, is not important the setting for now, could be fantasy, horror, modern or futuristic).
My process was the following:

1) create a tree-like structure for 2 unlocked organizations (mafia and freemasonry) +1 hide organization (templars guild). Every organization has at least three levels and last two levels provide bonuses to actors inside
2) create a template for every actor, like a character sheet, with following values:
- name
- role (see below)
- money, 0-10
- attack, 0-10
- health, 0-10
- arcane, 0-10
- madness, 0-10 (see below)
3) decide how to handle combat, following hearthstone rules: attack vs health and both attackers and defenders can be damaged. Basic stuff, I know. Only twist, player can decide to use arcane vs health, to model some king of magic attack, not related to strenght
4) every actor can move inside an organization if there is a free space (move to the top, where there are more higher bonuses) . If space is not empty, an actor can attack an enemy (see below)
5) roles dictate possible actions, like for example spend 3 money and set -3 money to a target enemy. Roles can do more advanced actions gaining madness
6) madness is an unlocking factor to new powerful actions, like killing other actors but when is more than 10, turn actor in an enemy automatically and every actor in the organization can attack it
7) so I've created a set of actors (24) and roles (9 generic and 1 specific for actors for every organization: ganster, freemanson(?) and templar)
8) every X turns every organization recruit a new actor
9) each node of every organization get a chance at start to get a mission, where a mission is a specific challenge, unlocked from base characteristics (like arcane 5) and gives you a reward if you overcome that challenge (with a dice roll) or a "bad stuff". Also on top of every organization there is an hard challenge that unlock one of the three items to obtain victory
10) I've setup the board with two organization with actors and get player first actor selecting it from three random actors

Result of the first game: my actor get to top of the organization with some planning and some luck (two actors get weakened each other) but get killed from a brand new actor. In other organization, a top level actor win a mission and get so much arcane that he can destroy everyone in the organization.

My feedback: Is not what I want in a game. Maybe is because is a game where I can see everything, so I can predict most of the possible actions of every actor, but is not so fun. Fun in my vision is to find a combination of actions of my agent that unlock new agents and give access to new actions, with an increasing butterfly effect in game world and in the end change balance in the world.. maybe in a way that I really don't know yet.


Sorry for the wall of text, I think bay12 forum is the kind of community that could give me:
1) advice on how to proceeed
2) inspiration on sources, books, films (or anime, like Code Geass (https://en.wikipedia.org/wiki/Code_Geass), it's an awesome mix between mech battles, manipulations, politics and magic powers)
3) sources: board games, videogames
4) ideas on how model properly game elements

thanks!


note: If you know something on TWS, I want to model and find a really simply gameplay, not model and entire world with a lot of overlapping systems and many mechanics, I'm interested to find a way to describe and program the core experience the loop: decide a strategy, do some actions, infiltrate/manipulate, get feedback
Title: Re: Infiltration mechanics
Post by: Urist McScoopbeard on March 19, 2018, 05:21:58 pm
Honestly, this is probably an idea you can prototype pretty easily. Assuming you can't program it yourself, you should build a tabletop version.
Title: Re: Infiltration mechanics
Post by: Gornova on March 19, 2018, 05:24:54 pm
(quick reply, thanks!)

I'm a dev and I want to develop by myself, but before to start I need to think on main base "loop" and validate if is fun, interesting and has a meaning of someone else other than me :D
Title: Re: Infiltration mechanics
Post by: forsaken1111 on March 19, 2018, 05:29:50 pm
If you own tabletop simulator you can use that to prototype mechanics like this. I do it a lot when I'm designing boardgame systems. If not you can just use game pieces from other boardgames or whatever else you have handy to simulate the mechanic and see how it feels.
Title: Re: Infiltration mechanics
Post by: Gornova on March 19, 2018, 05:34:11 pm
I'm on the point of prototyping and currently I'm stuck on define what is fun in a manipulation/infiltration game, hoping for some feedback on that too
Title: Re: Infiltration mechanics
Post by: Urist McScoopbeard on March 19, 2018, 05:56:46 pm
I'm on the point of prototyping and currently I'm stuck on define what is fun in a manipulation/infiltration game, hoping for some feedback on that too

Well of course by the popularity of TWS (even in the face of... absurd economic realities) we can pretty easily see there's a DEMAND for this type of game. What's fun is a different matter.

If we take a look at Shadows Behind the Throne--a spiritual successor to TWS--we can find that some people have described its core mechanics interesting if a little flat, having a lack of atmosphere, and generally not a lot of content.

So there's a good place to start.

IMO, what makes any sort of stealth or infiltration game fun is the risk of failure and lack of an easy way out. What I mean to say is, if we take the lessons from the great stealth games out there, I.E. MGS, Thief, Dishonored, et al., the most important thing is to force the players to "run the gauntlet", to make it so they must improvise and take risks. Though initially satisfying, there's nothing replayable/fun about absolutely dominating the course of a game (I got bored of just tranqing everyone in MGSV, but had a hell of a blast barely sneaking my way into the base in Ground Zeroes.) Balancing what agency the player has vs what agency the AI has is precarious matter.

Given that most stealth games focus on the literal infiltration of a place rather than at a societal level, it might be helpful to study the Film Noir genre. Corruption is a key element and also happens to be the cornerstone of any TWS-like game. Let's take LA Confidential as an example. The corrupter holds all the power and knowledge, even influences other high-ranking officials, but is ultimately at the mercy of public opinion and the legal system which forces him to limit or delay his actions until they can justified (or covered up.) On the other hand the investigator seeking to uncover the corruption has the agency to essentially proceed however he wishes, but lacks the knowledge and most of the clues to proceed meaningfully. The crucial change comes when another officer/agent essential defects from the side of the corrupter to the investigator, which gives him the direction to start dismantling the corrupter. But MOST IMPORTANTLY, this crucial change does not immediately spell defeat for the corrupter as he has presumably built up enough resources to force some kind of confrontation--which he does--and only after both parties exhaust all of their resources is victory gained (by the investigator in the case of LA Confidential.)

Take from that what you will!
Title: Re: Infiltration mechanics
Post by: Cruxador on March 19, 2018, 06:30:19 pm
Considering your reason for turn-based, a real-time game with unlimited pausing might also make sense. That allows the gradual flow of time to progress more organically, but still doesn't rush the player.

As to what constitutes the fun, I'm thinking of it as somewhat akin to a grand strategy game, except that rather than having total control of one nation, you need to institute many small changes to various nations, sometimes quite indirectly, as we sometimes see in those old space games - or in Mount and Blade, which now that I think of it is sort of a space game but not in space. I don't think direct comparison to the stealth subgenre of action games makes a lot of practical sense here.

None of this really gets at the core mechanic, though. I think that it can actually just be pretty simple management/simulation stuff (change a few numbers here and there) as the underlying chassis, if the game is heavily event/narrative oriented. Think something like King of Dragon Pass or Sengoku Rance.

2) inspiration on sources, books, films (or anime, like Code Geass (https://en.wikipedia.org/wiki/Code_Geass), it's an awesome mix between mech battles, manipulations, politics and magic powers)
3) sources: board games, videogames
You might be interested in the "Overlord" novels by Kugane Maruyama. Almost every volume consists of multiple schemes and events that could be broadened into more general game elements. It's also heavily focused on more minor characters which would be the agents that you seem most interested in from the TWS inspiration. The first half of the series is adapted to anime, though I didn't care for it and only watched a little, and people who have watched it without reading the books first don't seem to regard it that highly. There's also a manga adaptation out there, but anyway I can only recommend the books.
Title: Re: Infiltration mechanics
Post by: bloop_bleep on March 19, 2018, 06:33:30 pm
PTW
Title: Re: Infiltration mechanics
Post by: lordcooper on March 20, 2018, 07:36:26 pm
Liberal Crime Squad could easily serve as inspiration for a few mechanics, or even as a base for a total conversion mod.

Inserting sleeper agents into various organisations ✓
Attempting to influence society on a grand scale ✓
Winning people over to your side through debate, seduction or torture ✓
Needing to keep a low profile initially ✓
Delicious brownies ✓
Title: Re: Infiltration mechanics
Post by: Gornova on March 21, 2018, 05:16:52 pm
@Urist McScoopbeard: I agree that there is some people other than me and you that like this kind of games. Btw I've tried also SBT too and is of course a foundation but possibilities in this kind of scenario are endless, right?
I see your point, Dishnored and Thief are good examples because portrait to players a world with connections, predictable situations and gives player some powers and actions (not too distant from my view I suppose). In my experiences with Thief and Dishnored, most of the fun was observing the game world and then take action, following my plan. For example kill one guard, create a diversion and so on. The point of this kind of games is that player can see a limited part of the game world and cannot see "all" like a god-like creature (Cthulhu anyone? :D)
Also the noir genre is a good point, but as first point I don't want to simulate or create a system with independent game agent AI that take decisions, but model this kind of situations in simpler systems that player can manipulate.
Thanks for your suggestions, I think that "butterfly effect" and "relations" in a complex world (my vision is like a graph of relations between agents) could provide a lot of possible manipulations in this situation.

@Cruxador: for unlimited pausing it's also a possibility, something like EU4 or CK2 from Paradox. Simple but elegant and don't feel to much "turn based" or "board game" too, for some people could be a problem. I will consider that suggestion, thanks!
Grand strategy game is something I want also to consider, in the end Europa Universalis IV seems to be a really complex game, but in the end you follow always the same loop:

1) take a nation
2) make some alliance
3) fabricate claim on nearby provinces
4) start a war
5) handle rebellion
6) start again

In a simulation like the TWS full vision, player take a lesser role in this loop, but in my opinion more interesting, because you can manipulate from behind how alliances are formed and destroyed, when start a war or rebellion.
Btw, for sure in the end is only a matter to change numbers and create triggers for specific events, like King of Dragon Pass => I think I should play it again with more focus on mechanics, thanks for suggestion!
I watched Overlord anime I agree is entertaining without being too much interesting, but main character (too much OP for my tasted) manipulate characters. I will try to search also for books, thanks!


@lordcooper: I didn't understand this mechanics, I will try to focus more on this, thanks!

------------------------------------------------------------

In these days I've build up some scenarios to focus discussions and thoughts and don't be too much specific, I'd like to get some feedback and critics If anyone has some time :D


Scenario1: indirect manipulation

Player is an ancient being, trapped in another dimensions eons ago from another god like creaturs using some sigils. These sigils now are weak and humanity will see rise for that ancient being. With few power, player can manipulate indirectly mortals so direct commands like move, attack and so on are not available at start. At start player can only suggest a target to kill another subject if there is an hate. Using this kind of indirect manipulations, killing people in key points in organization, player gain indirect access to specific object or knowledge to break sigils and gain power.

In this scenario, the loop is the following:

Setup
1) game create the map, with specific POI (point of interest) that can be citites, ruins etcc.. (like TWS)
2) game create for every POI a list of notable characters (actors that player can interact with), divided in groups (guilds? factions?) that can be in only one POI (like a local government or warrior guild) or on multiple POIs (like national government)
3) for every POI there is little simulation on basic variables: food, economy, rebellion, etc..
4) every faction to exist must fullyfy one goal, for example maximize food on some POIS or take most of the economy on one POI. If a faction has common interest with another faction in one or more POI, a war (economical, for food, for territory) can arise

Game
1) player can see every POI, notable characters and factions stats (not hidden ones, they are unlockable, I mean characters and some POIs) and must absorb a lot of informations to take first steps
2) after decided right target, start manipulation on this target. Change on one notable characters alter equilibrium in the faction and between factions and make changes in some part of the world, because characters are connected in a graph. This power has a limit and cannot be used every seconds, of course, it's a matter of balance. After using this power, some clues are left. Clues can be little, medium, big.

An example: Warrior of Guild of Warrios in Theros, you hate a mage in the Mage Guild in Theros. Warrior has some actions: stay idle, move, attack, train, do a quest. In this case decide to train to get more powerful then attack and kill the mage (with some random in combat, so is not so deterministic). This killing provoke a butterfly effect. Now Mage Guild declare war on Guild of Warriors and Theros is a dangeours place. Economy problems and Merchant guild lose money. Also in some turns, problem with food and more rebellion chance. So local government (another faction) decide to raise an army. People get more angry and a rebellion start.

3) in the middle of this chaos a notable figure in Merchant guild start to investigate about the mess and has chance to discover the clues left from player. If this went well for Merchant character, now chance to manipulate merchant guild people is less and chance to trigger more investigations about player (something in TWS is like connect the dots and found where sigils are and how to make them stronger, make player lose.

4) in this chaos, player what get? Factions in a war are more manipulable and in fact this unlock new notable characters (level 2 chars) that can do more.

I will stop on point 4), because I think unlockable characters or POIs are the main point. How much deep this should be?
With some (little) random here, the way to break the sigil could be:
- unlock a place and for a character to do a specific quest/mission (Go and make a dark sacrifice for me there)
- get forbidden knowledge from a place, make a specific quest/mission
etc..

Critic points:

While I was writing this scenario, I'm sure it's intriguing but require a lot for work on the "AI" part. But, what If an actor actions has different weight? Player only change these weights, for example:

Warrior has following action, with weight (more is better)
- stay idle: 5
- train: 4
- do quest: 3
- train: 2
- attack: 1

Every "turn" each actor has only to choose right action to do (just one for sake of simplicity) sorting them by weight.
Player manipulate here. Player action move attack to a specific target from 1 to 6 and then the madness begin.
Other factos, like POI modifiers, faction modifiers and so on can change weight for each actor, for some time.
Faction level actions, like wars, alliance, embargo or create a quest are just actions that has a weight value.

This approach could be useful to build a set of interactions based on simple rules that can generate a lot of other interactions (keep in mind that there a graph of connections between characters).

What do you think of this approach? To do not overwhelm a player, some stats should be hidden, but general rules, in order to be manipulable, should be transparent


Another wall of text here :D
Title: Re: Infiltration mechanics
Post by: Cruxador on March 21, 2018, 11:56:54 pm
Grand strategy game is something I want also to consider, in the end Europa Universalis IV seems to be a really complex game, but in the end you follow always the same loop:

1) take a nation
2) make some alliance
3) fabricate claim on nearby provinces
4) start a war
5) handle rebellion
6) start again
I think some people would see that as a pretty brutal take-down of the game... But I don't disagree.

Quote
I watched Overlord anime I agree is entertaining without being too much interesting, but main character (too much OP for my tasted) manipulate characters. I will try to search also for books, thanks!
If you've watched the second season, it shows a lot about how the side areas are focused on, especially the Men in the Kingdom arc. If you got the feeling that the main character was manipulating things, you may have missed the plot a bit, but parts of it, especially when you get to volumes 9 and 10, are still useful as things that ought to be able to happen even if you are directly and intentionally manipulating.

As far as searching for the books, there's a fan translation indexed here: https://www.novelupdates.com/series/overlord/

Quote
1) player can see every POI, notable characters and factions stats (not hidden ones, they are unlockable, I mean characters and some POIs) and must absorb a lot of informations to take first steps
I think it could be better if instead of seeing everything, you can only see some places - those where you have at least a very small amount of influence - if overwhelming the player is a concern.

Quote
2) after decided right target, start manipulation on this target. Change on one notable characters alter equilibrium in the faction and between factions and make changes in some part of the world, because characters are connected in a graph. This power has a limit and cannot be used every seconds, of course, it's a matter of balance. After using this power, some clues are left. Clues can be little, medium, big.

An example: Warrior of Guild of Warrios in Theros, you hate a mage in the Mage Guild in Theros. Warrior has some actions: stay idle, move, attack, train, do a quest. In this case decide to train to get more powerful then attack and kill the mage (with some random in combat, so is not so deterministic). This killing provoke a butterfly effect. Now Mage Guild declare war on Guild of Warriors and Theros is a dangeours place. Economy problems and Merchant guild lose money. Also in some turns, problem with food and more rebellion chance. So local government (another faction) decide to raise an army. People get more angry and a rebellion start.
I'm not understanding the player's action here. Does the player use a power to incite the warrior's hatred towards the mage? Then, how does the power work? Well, the details aren't quite necessary yet; as a gameplay loop so far it checks out.

Quote
4) in this chaos, player what get? Factions in a war are more manipulable and in fact this unlock new notable characters (level 2 chars) that can do more.
It could also be that the player, if it's a god oriented towards war or chaos, wants to spread it across the world and this is therefore desirable in itself. Or for a victory condition where you destroy all life, these organizations are weakened as they expend resources to fight, and you can roll over them more easily.

Quote
Warrior has following action, with weight (more is better)
- stay idle: 5
- train: 4
- do quest: 3
- train: 2
- attack: 1

Every "turn" each actor has only to choose right action to do (just one for sake of simplicity) sorting them by weight.
Player manipulate here. Player action move attack to a specific target from 1 to 6 and then the madness begin.
Other factos, like POI modifiers, faction modifiers and so on can change weight for each actor, for some time.
Faction level actions, like wars, alliance, embargo or create a quest are just actions that has a weight value.

This approach could be useful to build a set of interactions based on simple rules that can generate a lot of other interactions (keep in mind that there a graph of connections between characters).

What do you think of this approach? To do not overwhelm a player, some stats should be hidden, but general rules, in order to be manipulable, should be transparent
I think this is a good approach. However rather than actions that the character can do, I think it's better if they have not just actions (events that they initiate) but also events that happen to them. Either on the same random roll or not. That way you can extend your influence at the PoI or on an individual to do things like curse them, or create PoI modifiers that can randomly effect the people who live there in one way or another.
Title: Re: Infiltration mechanics
Post by: Gornova on March 28, 2018, 04:32:47 am
Hi!
A small update just to say that I'm working on a prototype (really small and limited) with following features:

1) advance turn: for this prototype my feel is this is the right choice
2) world map and poi: world map is static, nothing fancy, but I made some effort to not be ugly, on top of that there are city icons
3) user power: (go from 1 to 5) at start player has power 1, and so can do 1 action in one turn. I feel this is a good solution to model how much powerful player can become when unlocks more power.. in the end will do 5 actions every turn, where other actors (mortals!) can do only 1
4) select a poi to display basic information: name, description, food, production. For now there is only a random-based food system, where there is a little chance (10%) every turn for every city to lose/gain some food. In my mind this kind of systems will lead to specific events like famine that will trigger characters actions or quests. This kind of system could be complicated at will
5) display for a city a list of notable characters: at start player can see not all characters, but some that are potentially manipolable
6) select a characters and display basic information: name and some actions (for now 2, see below)
7) actions:
   
   - focus: in 11 turns (minus you power level) with this power, player can "unlock" a characters. This unlock will stand for the rest of the game and let you know basic characters stats,relationship and character faction. This action left behind small clues that a suspicious character can follow (more below)
   
   - manipulate: required a focused character, in 11 turns (minus your power level) with this power you can force a character to follow his darkest desires and act against a relationship. This action left behind medium clues that a suspicious character can follow (more below)
   
   Outcome for this action is different for every character, for a warrior could be to try to beat (block from future action for 10 turns) one character he/she hates, for a thief steal the money, for a merchant could be to use the influence (and money) to force character out of the city. As you can imagine, outcome will be most of the time standard, so player can plan moves ahead but using specific traits could add possibility that some more powerful outcome occour.
   Recalling an example from last post, should be that the Barbarian (trait Rage) when manipulated, not only beat another character, but kill another character..
   Downsides on manipulate is more you manipulate, more madness character will have. This will open up the randomicity of possible outcome (mostly of the time will be bad for character, best for you). For example with more madness, the barbarian not only will kill the target, but also become a wanted one and generate a possible quest for other characters or negative modifier on a city production and food (to simulate the havoc).
   
   - calling: required a focused character, in 11 turns (minus your power level) with this power player will force a character to explore hidden secrets (or unlocked one if any not explored) in the city for you and try to find lost knowledge that will lead to have more power. This action left behind small clues that a suspicious character can follow (more below).
   
   This action will create a specific quest for target character, that will require some times to be completed. In this time character will not be available target for player actions and other character actions.
   At the end of the time, there is a probability that character will find an hidden secret in the poi (if there are will be some available). For every one of this quests there is a small percentage for character to suffer a damage on characteristics an of course more madness!
   This "secrets" is nothing more than unlockable quests that a character can do and will lead to unlock power for player

8) clues mechanics: more actions in a city will lead to more clues and higher chance that a character notice something is "strange". This will trigger a quest for this character that will require some time (10 turns? more?) and after that a challenge. This challenge will be hard and lead from "suspicious mode" to "action mode". Character will alert all other characters of his faction and focus/manipulate/calling player's actions will be more difficult (+10 turns?). All characters in alerted faction will receive a quest to follow clues (remember a character could be in a city but part of a faction with members in another cities). Player using manipulation can stop other characters, remember!

Some discussions on points.

So far player "core loop" is:

1) gather info on city pois
2) focus a character
3) with a focused character, use calling and make investigation to find a secret
4) investigate on a secret using calling
5) unlock more power to do more every turn
6) defend from other characters using manipulation and turns other characters against them
7) survive until power 5 then win

This loop in my mind is easy to understand after some plays (and some documentation/tutorial) but randomness on point 3-4-6 will provide interesting outcomes. My plan is that adding some food/economic/warfare simulation behind the scenes that can trigger some events for factions, characters or player (decide an outcome?) will spice up the mix.


Any thoughts and ideas are welcome!!


Btw @cruxador: thanks for suggestions, I have added "external events" in the mix as you can read. For victory condition, so far is to get to power 5 and then win. Adding a chaos/madness global variable is interesting, I keep open this door for the future!
Title: Re: Infiltration mechanics
Post by: Gornova on March 30, 2018, 05:52:46 am
While I'm developing this prototype, I'm also have fun in playing "somewhat related" games.

In this case is spinnortality (https://spinnortality.com/) an evil corporation world simulation game with a lot of interesting ideas:

1) player take control of an evil corporation and has as resources: money, workers (to assing on research, agendas, etc..), 3 points (cyber, class and military) used for specific actions and some derivated resources player must take a look, like public opiniion (used for generating events?)
2) game ends with some victory conditions (after unlock agenda points, some kind of missions) or when player dies (time passess..) or other corporations take all your shares
3) every nation (not single nation, more like Europe, North America, Oceania and so on..) in the world has a political simulation behind, based on type of government. The cool part here is how this influence gameplay. Every nation ha a set of values to respond on player actions, so for example a lot of tradition (because on power there is a tradition-based party) will give you maluses to actions, etc..
This political party is really important because nations has different views on tecnologies you are trying to sell, so political manipulation is a must for medium/long plans
3) nmoney are important, so every turn is important to launch new products
4) research is crucial to search new products or tecnologies to launch and to be successful (and get more money) but require player to match on "spin" (with an interesting tag mechanism that I'd like to understand more)
5) research unlock new capabilities, like espionages.. that can help you to bring chaos in a region (and more profit?)

I'm in the middle of my second run and game is really intriguing so far, with a lot of things moving.

From what I've understood, main loop is the following:
1) recruit workers
2) research products/technologies
3) launch products (match tags, decide where to launch, manipulate political side, laws, etc..)
4) improve cyber/class/military stats to keep efficience on your corp
5) earn money
6) follow agendas to win

If anyone want to make a play or two (there is a free demo!) I'd like to share some thoughts, follow this "journal/analysis path"
Title: Re: Infiltration mechanics
Post by: Loud Whispers on April 01, 2018, 04:31:27 pm
I'm ptwing the thread
Title: Re: Infiltration mechanics
Post by: Gornova on April 04, 2018, 03:06:29 am
A quick update on my prototype, for anyone wants to bother.

Some feature are already implemented and tested:

1) display map and city poi only
2) player can advance turn
3) player click on a city poi and display related properties
4) on city poi panel, there is a list of notable characters to choose
5) for every notable character there is a detail panel, with following actions:
   5.1) focus: unlock other actions
   5.2) calling: send character to a mission to uncover forgotten knowledge
   5.3) manipulate: on list of relations, player can manipulate character relations. For now type of manipulation is related to role only. For example a mage summon a ghast that will take fight with target character or thief steal all money of target.
6) a log panel with some debug/useful information on screen

I'm looking for feedback on following points:

5.1) I have created focus mechanics to hide player details for every characters (with stats, relations, faction and so on), so on start is not overwhelmed by a lot of informations. So far this works good and is easy to understand. When player starts, he can see for every poi a list of notable characters with only name (and role) and nothing else. But what is benefit? In my plan on start there will be a lot of random creation and of course create characters randomly is the must for this kind of game. So when player start, choose the right character to start work with it, with focus I mean, is just luck.
In my mind so first step of every game will be just luck: unlock one character, then another one. Where there is a plus for player ?
No plus here, just a way to move forward for few turns.. I'm little bit frustrated as player and I'd like to get feedback. My feeling is that I will receive feedback when there will be a prototype to play, right ?

5.2) Calling is the "main action" in order to win. As ancient one, you need to uncover forgotten knowledge, to get more power and when you get 5 power, you win. So far these secrets are hidden from players, so when you start, you don't know which poi is the one with a secret (a poi can have from zero to 3 secrets). So start with a poi, unlock a character, use calling on it, will not garantee you for success. This is fun ? In some way, yes for me, because in that way every game is different from last one and new events will rise to attention, with a bit of randomicity. Be aware: send a character to a quest mission to uncover dark secrets could lead to new outcome, like free a beast in a poi (with some havok, a fight with some other characters, etc.. ), advance in madness for that character etc..
So as player, you must be prepared to undesired outcome for every action, is this good for you ?

5.3) Manipulate is fun to design and program. As example, mage can summon a ghast (my idea is a mage can summon different kind of monsters, using more arcane power, and with more powerful mage, this can cause a lot of trouble in a city.. ) or thief steal all the money. Warrior and assassin start a normal combat, but as mentioned before, this will cause more problems if he is a powerful character. About merchant: using money and influence, he can force another character to leave the city and this lead to an interesting point. Target is not dead.. so he can jump out again in the future.. maybe in another poi ? Or maybe he has a quest to get revenge... I have to think about this.
What about player ?
A little bit of control in early stages is a plus, so characters manipulation outcomes is most of the time predictable, but in late stages a character with a lot of madness will cause some indesiderate outcomes ? An example ? My idea is for thief, to steal so much money in the city that people will start to complain with government and a rebellion can rise in the city! This sort of chaos is something you want, because characters will be distracted.
This sounds fun to you ?
   
   
In order to release a proper working prototype, my plan is to do the following:

1) fix some issues on user interface (minor issues, like some things not displayed correctly etc..
2) work on manipulate outcome with more madness and more problems on poi
3) work on clue mechanics: more actions player do in a poi, more clues, more probability that this will trigger a quest for a character.. player will be informed with a event, so you will not miss this. If player let character to connect too many dots, he can be exposed and lose the game (my first idea is to get a "expose value", from 1 to 5, so player can understand how much exposed he is
4) first faction feedback on character actions: if a mage summon a ghast and kill a warrior.. this is not a good thing for relations between mage guild and warrior guild. My idea is that relations will be worse in every poi
5) pack everything together. I made this project with java, so it will require java to run (but can run on windows, linux and mac). Do you think is better to ship is with java included ? O I can create two separate package with java (for windows) and without java (for every system)
Title: Re: Infiltration mechanics
Post by: Cruxador on April 04, 2018, 09:25:25 am
For 5.1 I think it's okay in theory but rather than just focus, it should be possible to gradually increase the main level of knowledge (that is, reveal additional info for all pops without needing to focus) so it doesn't eventually become tedious.
5.2 sounds fun as long as it's balanced so that the things you do usually achieve something you want, in normal cases. If you have stats to determine failure rates, it should be fine.
5.3 sounds good to me too.
Title: Re: Infiltration mechanics
Post by: Gornova on April 04, 2018, 03:03:59 pm
thanks Cruxador for feedback really appreciated, I will think about it :D
Title: Re: Infiltration mechanics
Post by: Gornova on April 08, 2018, 04:40:54 pm
TLTR: released version 0.0.1, so please take a look on my blog (https://randomtower.blogspot.it/2018/04/infiltration-001.html)

In this release I've done more or less what I wanted to do and in particular:

- win condition: when you unlock all 5 forgotten knowledge
- lose condition: when world awareness is 5
- focus / calling / manipulate actions
- clues mechanics

I will write more tomorrow, I promise!
Title: Re: Infiltration mechanics
Post by: Cruxador on April 08, 2018, 06:49:49 pm
Looks good, I'll check it out when I get a chance. Do you want feedback on English / proofreading or just gameplay?
Title: Re: Infiltration mechanics
Post by: Gornova on April 09, 2018, 06:28:42 am
Looks good, I'll check it out when I get a chance. Do you want feedback on English / proofreading or just gameplay?

TLTR: both of them.

More in detail..

I'm not a native english speaker, so any feedback is appreciated.

This release 0.0.1 of this prototype is really a work in progress, with bare-bone mechanics and base systems.
In fact yesterday I was a little bit hesitant.. release or not ? I decided to go with release mainly because I want to demostrate, first on myself, that I can release something working (I've made some games before, but you know, another guarantee is better!).
I spend also some time on UI on fixing small details (there are for sure bugs I was not able to see, I know! Please report them :P) and I find it at least "usable" for a prototype: with two/three clicks player is able to do everything and this is nice. I wondered also if right panel go to left with more detail is correct, or is simply better start from left and go to right, you know we write from left to right (at least with english!), I appreciated any feedback also on that.

So let's talk about the 0.0.1 version in detail!

Some points I'd like to get feedback:

1) not on graphics, but on icons! I think that map outline, colors, city color, etc.. are not important for now, but icons understanding is crucial. I mean, not food (a green apple!) but for factions (a gear for warrior guild? a dagger for assassin guild?), action icons (focus, calling). It's an area where I really want to improve, so even without fancy graphics at least game is understandable on the basics

2) events explanations. There are just few events and all of them are "passive", game just inform you about something that is happening, for example a character completes a calling quest and uncover forgotten knowledge. What do you think about these events? Do you expect more explanations? In description and also underlying mechanics (+2 rebellion? Is enough ?)
I need this kind of feedback before move to more interactive events (that will be in the game for sure!)

3) base actions. This is crucial point of the game, like I've written before, the main loop is focus/calling actions and cover/stop character using clues with manipulation action (Is clear to click on relation to start manipulation?). A weak point right now is manipulation, because like Cruxador highlight on previous discussion, outcome for manipulation is not clear. Something will happen for sure, but what? I'm but puzzled by the current implementation, because I'm biased: I know every kind of possible manipulation, so I know what will happen.

4) randomocity. Map is fixed: city positions, city names are not random, but instead some randomness is inside character names/roles and placement in cities. I want to explore more on this side (for example on relationships with more than one character, different types, etc.. ) but I don't believe that a full random approach is the right choice for now. First, because I don't have so much time, so test again and again everything is really time consuming (idea: I can write some kind of automated testing, but I need to think how to build them too), second because this is only a prototype, not a full game. I need feedback also on that side, do you want more or less randomness ? What do you prefer? Hey, we are in DF home, so I think we are all biased too :P

5) rebellion mechanics. Revolt against government is something I think should find a space in this kind of game. Like I've said in my first post, this game is not about direct control, but on indirect outcome for player action and context situation. You try to stop a character, using another one with a lot of madness. After some play, you know that a mad assassin could add +2 rebellion value. But what then? In some of my run, no rebellions was triggered, so a player could miss this mechanics. On the other side, do I need to put on center of the stage this "side mechanics" ? As you can image my vision on that is not clear, but I like feedback on this side.
For rebellion for example, an enhancement could be add some randomness during city creation on rebellion value. So for example a city could trigger a revolt most of the time, for example Xalin, that starts with less food and trigger most of the time a revolt.
For now rebellion outcome is just a battle between rebels and lealist forces! I'd like to add more modifiers as outcome. For example: scenario now is about a kingdom, so what if a city is taken by rebels? King should send his army to that city and this "troop movements" will give to player a bonus in this chaos, right ?

6) city isolation. For now cities are "island", by choice. In the future I want to make them more interdipendent, but make "island" is useful for debug. An example on one idea I had was: when a mad mage summon a ghast to kill another character, that ghast could be killed, but could also survive. What if this monster can go to another poi and trigger a quest for characters?


Thanks for any feedback, with basic pieces in place, I now fun to change values/balance the game!
I want to read also some "run history" from you, to understand if you found the "game experience" interesting.

p.s: for any feedback, be brutal, I'm an adult and I can handle it
Title: Re: Infiltration mechanics
Post by: Gornova on April 12, 2018, 06:38:52 am
I'm back with some thoughts on this prototype, this time to consider boundaries: when to stop?

This kind of simulation could go to smallest details (but not included for now!), so is really easy to find an interesting direction, follow it for some time (btw, this is an hobby project) and after that.. is not what I really want. So I think that look back to my vision is essential:

"a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory"

What about this statement and version 0.0.1 ?

- turn based: done
- single player: done
- asymmetric: done
- game: in progress
- take control of an agent: not directly, but indirectly
- actor manipulation: in progress
- organization: not done
- victory: done, uncover forgotten knowledge and win

With this kind of measurement, the game seems done, but let talk a little bit about some topics...

- game: actual game is for sure bugged (bugs ! :P ) but present to player enough information to make an informed decision, right? I'm not so sure. Like I've said before, this is something I have to understand, with feedback. I know how to improve, but without feedback, my "ideas" are not validated. I'm a little bit confused about right direction to take: inform player on every action outcome (I mean, with future impact of his actions in game world, or take a "paradox" approach, with only tooltip, no clues and let player explore and understand all possible impacts ? I found that a mix between the two is the right choice, but like I've said.. I need feedback :D (see after)

- take control of an agent: I've skipped this part, with focus/calling/manipulation actions and is a big semplification, I know, but give more flexibility. Player can interact everywhere in game world, like he desire. For now I'm cool with that decision

- organization: next on prototype roadmap! I want to explore factions mechanics. Right now characters has a faction and can interact each other following players actions, but I want to add more consequences on factions level. For now I plan a one level factions: warrior, assassin, mage, thief, merchant guilds that can start wars one against other. This wars will impact on each poi where two or more guild are fighting and will trigger more events (rebellion fo example). Next step could be add more factions, like for example kingdom: a "super" factions with a lot of poi with goal to protect this poi!

- victory: is done, at his basic form, for sure. But what I think this prototype need is more challenge. For now if player just focus on one character for each poi and send them to "a call", forgotten knowledge is easy to obtain. I think that outcome of players indirect actions and characters actions could trigger more "special situations", where a "secret" is more difficult to obtain. An example could be: if player force a character to kill another character and this start a war between two factions in three poi, this could block any calling for X turns or maybe a faction has a percentage to uncover this knowledge and .. use into the war with other faction. Another idea is that a character when on calling has a percentage to uncover the forgotten knowledge and obtain a lot of power, power that does not go directly to the player but will force the player to find a way to "steal" this power from character. I have to brainstorm a little bit on these situations, so I can understand what I really want :D


So far my "roadmap" is the following:

- fix bugs: one for example is display more than one event that occour in one turn (my bad, need testers! )
- create new characters: right now if a player force a character to kill everyone else in the poi, can do it.. but there is no one to manipulate!
- organizations: add factions system with war between factions, triggered by factions relations (something like some relations are getting worse over time, or get better over time) or indirectly by users
- manipulation outcome: I want to add more information about possible manipulation outcome. Do to it my idea is to add a panel when user decide to start a manipulation on a character against another character and using madness stat, preview to player the possible outcome (with a percentage, because player does not have total control)
- complicate victory: follow ideas before, add a chance (10% for first power to obtain, more for the following) that an organization or character uncover the secret and alter the equilibrium in the world (factions, relations), so player must find a way to "manipulate" this target in the right way
- events and consequences: I want to find a way for an event to "tag" (and display on ui) a poi with a permanent modifier, so player can see how certain events impact on a poi. An example is +2 rebellion, famine, etc..


Thanks for reading, any feedback as always is appreciated!d
Title: Re: Infiltration mechanics
Post by: Gornova on April 17, 2018, 06:08:45 am
A quick update on this prototype.

I'm in the middle of faction logic, for now factions start/end wars based on relations and like I've said, some characters actions can make worse relation. Now game is a little bit harder, because these "factions wars" will block player actions for some turns and give character a chance to uncover clues to stop the player.
I have also added factions informations (status and relations with other factions) on faction tooltip but I should change this approach ad move these inforamtions to a dedicated panel, so player can keep track of these stats more easily.
I have to balance a litle bit things, but like before I prefer to provide an update quickly (ASAP) to get feedback and move on!

As always any feedback is appreciated!
Title: Re: Infiltration mechanics
Post by: Reelya on April 17, 2018, 07:37:50 am
Liberal Crime Squad could easily serve as inspiration for a few mechanics, or even as a base for a total conversion mod.

Inserting sleeper agents into various organisations ✓
Attempting to influence society on a grand scale ✓
Winning people over to your side through debate, seduction or torture ✓
Needing to keep a low profile initially ✓
Delicious brownies ✓

And looking at the existing world map, Evil Genius also comes to mind, e.g. the different types of world missions. Evil Genius is sort of an asymmetric game already, though I'd argue that most single-player experiences are an asymmetric experience.

The core difference I think that you Gornova might actually mean is that it's more of a dynamic world.

e.g. develop a miltary and politics wargame that, by itself, does interesting things. e.g. there are resources, elections, wars, countries becoming puppets of other countries, or revolutions to throw out the oppressors. Make it so that system runs itself as a "game" of it's own. But then ... find fun ways that the player can screw with the model.
Title: Re: Infiltration mechanics
Post by: Gornova on April 18, 2018, 05:52:13 am
@thanks Reelya for your suggestions!

My struggle right now is on the "fun side" of things, because in my prototype there is a simplified model and most of the "fun" (very personal, I suppose) came from understand the model and use it (like many other games, of course!)
Title: Re: Infiltration mechanics
Post by: Gornova on April 19, 2018, 08:04:08 am
I want also to remember buttefly effect (https://en.wikipedia.org/wiki/Butterfly_effect), I think is relevant in my discussion about this prototype, but is somewhat in contrast with my statement. If my idea is to model a complicated world (based on simple rules) and observe how much bigger effect can become (from player or from other actors), I think there is not so much fun, because is too much impredictable, so.. butterfly effect here :D
Title: Re: Infiltration mechanics
Post by: Gornova on April 23, 2018, 05:03:05 pm
I've just release version 0.0.2 for this prototype, check on my blog here (https://randomtower.blogspot.it/2018/04/infiltration-002.html)

In version 0.0.2:

- added recruitment system: if a poi has less than 3 character, there is a 2% of chance every turn that
- added faction system: now factions can triggered a war with other factions, guided by relations. When there is a war between factions, player action is not possible. After 10 turns, there is a small chance that factions start a peace
- maximum character for every poi 7, random between 3 and 7
- a lot of bugfixes!
- notification system on left side for multiple events
- now high madness actions has negative impact -10 on faction relations         
- display population value on poi stats (used when rebels recruit it's army

First let me thank all people that has supported this experiment, both on forums and on itch.io ! 14 downloads, thanks guys! For a little experiment like this one, is a great result!

My plan now is to work at least for some other releases, so any feedback is appreciated!
Title: Re: Infiltration mechanics
Post by: Gornova on May 05, 2018, 11:47:37 am
I've just released version 0.0.3 with a video (wow!), all update on my blog (https://randomtower.blogspot.it/2018/05/infiltration-003.html)

Release notes:

 + added intro event panel
 + added automatic advancement for turns with pause
 + added power and awareness icons
 + character portraits based on roles
 + added help button
Title: Re: Infiltration mechanics
Post by: Reelya on May 06, 2018, 03:54:02 am
Is the game's main map hand-drawn at the moment?
Title: Re: Infiltration mechanics
Post by: Gornova on May 06, 2018, 11:00:41 am
Is the game's main map hand-drawn at the moment?

yes, it's static and made by me
Title: Re: Infiltration mechanics
Post by: toonguy40 on May 07, 2018, 06:23:23 pm
So right now, running the game causes nothing but a grey screen.  Specifically https://prnt.sc/jf1kxk

I'm interested in trying the game out and giving feedback, but obviously that's impossible right now.

Also: Would it be possible to have future versions be a .exe instead of a .jar file?  I don't know if that could be causing issues, since I do have Java (just updated it for this game, actually) but am used to just running .exe.

Similarly, having the README be a .txt instead of a .md would be helpful.
Title: Re: Infiltration mechanics
Post by: Gornova on May 08, 2018, 01:37:26 am
So right now, running the game causes nothing but a grey screen.  Specifically https://prnt.sc/jf1kxk

it's a problem related to resource loading problem, could you please verify there is a resources directory next to the jar ?

Quote
I'm interested in trying the game out and giving feedback, but obviously that's impossible right now.

Also: Would it be possible to have future versions be a .exe instead of a .jar file?  I don't know if that could be causing issues, since I do have Java (just updated it for this game, actually) but am used to just running .exe.

Thanks for suggestion, this will cause a "size explosion" because I need to ship together with the game also Java runtime, but I understand your problem, will be a point in the roadmap

Quote
Similarly, having the README be a .txt instead of a .md would be helpful.

I'm a little bit surprised! As developer for me is natural to search README.md (default for github projects for example) but I understand problem here: not everyone is a developer, so is more convenient to have a .txt, thanks for suggestions!
Title: Re: Infiltration mechanics
Post by: Reelya on May 08, 2018, 03:25:53 am
Yeah, most systems won't have an extension for .md

It's used in github because it's a plain-text file but with hints for formatting. Being plain-text makes it easier for git versioning software to parse than standard document formats. And github has code that automatically interprets the readme.md as an HTML file and displays it on the project home page. There's absolutely zero reason to distributed .md format files outside of the github eco-system.

If you want a formatted manual in your distribution project then make it html, otherwise readme.txt
Title: Re: Infiltration mechanics
Post by: Gornova on May 09, 2018, 08:04:38 am
TLTR: after polishing up ui, my plan is to improve underlying simulation

0.0.3 release and how to simulate a city


My hopes is someone is following this sort of "dev diary", but like my previous entries, is not something I'm doing for others, but for myself, in order to clarify project's roadmap and be open as most as possible.


For release 0.0.3 my aim was to create a smaller release (in scope and time) with fewer new features, but important from player perspective. So I've included automatic turn passing with active pause, something like Paradox games like Europa Universalis IV or Stellaris. This feature was requested from a player and after some considerations, I've found reasonable. Prototype does not change too much in term of "feel" and a player can pause at any time. Of course any event will stop time, so player can evaluate events. In the future it's possible to elaborate this pause and let player decide events categories (for example: block turn passing only when there is a rebellion in a city).


I've also added characters portraits (not made by me, found on opengameart.org) for every character classes and I think that feel of the game is now more in line with my vision, so player can simpatize (or hate) a particular character. Sure adding a personalized (or even generated) portrait for every actor in the game for now is out of scope, but is something that can add a lot from player perspective. Imagine for example that player manipulation force an actor to complete a quest, but increase madness a lot. Portrait can display this change with more crazy expression. Something for far future!


Also with a simple introduction for the game (with an icon to reacall at any time) should be more clear what this prototype is about, let me know what do you think about this too! In term of gameplay there is not too much to do, so for now game should be easy after some runs.



Prototype for a prototype


Meanwhile I'm working on improve city internal simulation. It's a big topic, I know, so in this few words I will explain the main idea and why I choose this approach.


First of all, main idea:  infiltration Test is a prototype so goal here is always to do something simple (from my point of view, at first!). Complexity will come with time, so I don't really need to rush on this side for now. Another important goal is to create a world that player can manipulate. For sure a world with some kind of internal simulation is more interesting than a static world, where player on different runs can simply do always the same thing. I've think a lot on this and found a lot of interesting an inspiring examples around, first of all, Dwarf Fortress. On surface DF is a lot about randomness, with many layers of simulation (historical, geological, etc..) that together give us a lot of re playability. DF is just an inspiration for me, but it's also interesting to find that many players found this kind of interactive medium interesting and stimulating.


Let's go back to topic of this article! In present release, npc just react to player actions and context variables, but I want more.. and not too much. Imagine a board game where npc compete for city power and where player can from outside of this "board game", manipulate them. My process was a lot iterative, on following steps:


1) create a small board-game prototype (created with card and paper, a prototype for a prototype!)

2) testing

3) from board game to program


Go deeper on these three steps..



Board game prototype

I've played a lot of board game (Risk, Catan, Carcassone, 7 wonders, etc.. ) and I can say I have a precise "feel" of what I want. But how to start create a board game that creates interesting interactions?

My research started from youtube, with some random board games reviews and thoughts on games I've played. For this prototype I don't need a war game or a complex card game, but something simple.

So I started analysing also games I love, like Starcraft (1&2): what kind of resources players manipulate? How these interactions create balance between players?

So i started with a simple consideration: npc need money. Money is a simple concept to track and explain. So every npc start with an amount of money. Using this resource, they can obtain another resource: followers. Followers will be used to attack/defend from other npcs. For me this is really important, because create an auto-balance on which kind of actions npc can do: "can I attack another npc?" or "is better use my followers to do something else" ?

Of course npcs doesn't have these thoughts, but player yes. So if an hypothetical player watches game, can see on top of cold numbers a logic something else, with his imagination. Something powerful and inspired from Hearthstone streaming where during opponent's turn, often host streamer make comments on possible actions, outcomes and so on.

Followers can be used from npc also to complete quests. A quest is generated by world on start of simulation, like a deck of cards to complete, to get more resources. Don't forget quests, because this is the entry point for Infiltration player (you): quests can be created by player and will have side effects that npcs cannot evaluate on start and give player more power for later stages. I will go back on this for sure, don't panic!

So a quest is a mechanics to tell a story. Many games has this mechanics, that provide a lot of useful side effects:


- balance: a quest has one or more pre-requisite, so it's easy to provide some entry-level quest (like "Kill all bandits in the forest", require 5 followers)

- tell a story: a quest with a minimum of description (together with a common lore) can create a meta-story that again player can improve with his imagination, "filling gaps" between quests. For example from previous quest, when you read bandits and know that you are in a fantasy settings, you have can have a lot of examples in mind. Cheap trick? Maybe, but it's fun for me to think about these tricks!

- outcomes: solve a quest can give npc rewards in terms of money, follower or another resource: influence (see more later)

- easy to implement: create a quest is really simple, because with some templates (quest cost 1, obtain reward 1, quest cost 4, obtain reward 4) can be created quickly and balanced again quickly. This comes from Magic the gathering, where a creature that has attack 5 and defence 5, usually cost 5, so 5+5=5, more or less (I know that is no more true from a long time!)


So for this prototype I've created a "deck" or "list" of available quests. Every turn, npc can evaluate if a quest if solvable (prerequisites are met) and do it.

With reward in terms of influence points, npc unlock another core "action": compete for district.


I've said before a little about district, but think about them like a "poi" in a city. Castle, Cathedral, market, port, underground. These "point of interests" are main goal for npc, that fight using followers one against other to conquer them.

There is some randomness here, because of a dice roll involved, but is not so important right now.


So far the "loop" for a npc:


1) every turn, get money

2) acquire more followers if possible

3) solve a quest if possible and get influence points

4) using influence point acquire a district of fight using followers



Test board game prototype


After a first prototype on paper I realized that order must be inverse, because I need that every npc made at max one action for turn, so the correct loop is:


1) using influence point acquire a district of fight using followers

2) solve a quest if possible and get influence points

3) acquire more followers if possible

4) every turn, get money


But an npc can win the game? For now yes and no. It depends on how good dice rolls are and there is not too much "tactic" or "strategic thinking" involved. This is good! From an human point of view this is boring, but from an actor (programmed by me) it's fine.

Think about it: you don't need an AI to create some movement in a city, you need only a little bit of randomness (not too much) and some basic rules and actions. Interaction between these elements is the key!


So after two plays of this game, I've found a lot difficult to follow every npc stats (money/followers/influence), quests (done/todo), etc..

So I quickly iterate in a computer prototype (separate from infiltration test). I would stress a point here: create a prototype on paper and go AFTER to programming side of things is a huge plus for me. Many mistakes are easily spotted on paper and computer programs can create a lot of simulations quickly, more and more quickly that is impressive! I've runs of 500 turns with npcs that still compete for victory.. so I'm on right way to create what I need for infiltration test.



From board game to program


This little journey is almost on it's end.

What I miss? An example is content: with program it's possible to create (not procedurally create, just create) quickly a lot of quests, npcs and different kind of districts to work on simulation, again a good point!

But in order to optimize my time, I've made a command line game, not something with a gui. It's a choice dictated by a simple consideration: I'm the only one that will see this prototype in the prototype. You as player will see all this integrated to infiltration and without all debug informations floating around.

All was nice until I notice that something was missing.. the player!

I've mention before player can create quests solvable by npcs, but how to track advancement for player!


So I've introduced a new resource: arcane power. This resource comes only from quests made on districts (I think you can follow the pattern here, right?) and gives npc opportunity to obtain special power/objects and .. uncover world secrets.


So we are on the end of the circle here. When a forgotten secret is uncovered, player unlock new power (create more quests? force manipulation on npcs?



Conclusion


So my plan for 0.0.4 will be to integrate my other prototype simulation into infiltration, so you will see outcome of these simulation in game.

I'm excited to see final result and your feedbacks on that, because even if limited, these interactions between npcs will create a more dynamic world, a crucial point of a game like this one.

Next step on this will be to integrate player actions and quest creation mechanics into this loop, but will be a dedicated post about that!


Thanks for reading and as always any feedback is appreciated!

edit: fix my english :P
Title: Re: Infiltration mechanics
Post by: Gornova on June 14, 2018, 09:01:07 am
Just a quick update, to say: I'm still on the boat !

Like I've said before I'm working to integrate "internal city board game" into Infiltration and so far works well, as you can see from a first screenshoot, there is a basic integration behind the scenes:

(https://pbs.twimg.com/media/DfcGVO9XcAQx4a0?format=jpg)

A quick summary of npc actions:

1) Landrin, decide to consume 3 point of Influence and obtain access to the cathedral, a distrinct in the city. Gain access to a district gives bonuses and access to new quests and is an important step to become ruler in the city
2) Nambor, use his resources (2 money and 4 followers) to solve a quest and gain 3 influence. Like I've said before, Influence poits are mandatory to get access to districts
3) Kal, decide to attack cathedral district, using his followers: these sort of actions will become triggers for further manipulation by player!
4) Vanidor decide to do the same, in another city
5) Erandos decide to use his money and recruit followers

A quick recap so far:

1) every turn, npc get 1 money
2) npc can buy new followers
3) followers and money are consumed to solve quests in the city
4) every quest will trigger a gain in money/followers/arcane power/influence
5) npc get access to a district using influence
6) npc can attack a district using followers if already occupied
7) every district has some unique quests with higher rewards
8) if an npc get control over all districts in a city, become de-facto ruler in the city

Thanks for reading!
Title: Re: Infiltration mechanics
Post by: Rockeater on June 14, 2018, 11:35:57 am
PTW
Title: Re: Infiltration mechanics
Post by: Gornova on July 04, 2018, 06:29:43 am
TLTR: I was on vacation and doing some work at home, but I'm back on design side for this experience, after reading an amazing book.


Last month was a little bit "strange": first work at home, then I was on vacations (yahoo!).
So I had a lot of time relaxing, thinking and reading a book about game design. I've read some books in topic during years and found them a little bit too much abstract or too much in a specific "angle" to be useful. This time, however, I found a nice mix, in Designing Games: A Guide to Engineering Experiences, by Tynan Sylvester.


In my first post on this thread, I've put in a single line my vision for this project as follow:

"a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory"

(sorry for my english btw!)

and I need to focus more this vision to answer two simple questions:

1) which mechanics my game does it have ?
2) what are the core mechanics?

After think a little bit, I'm trying this "design exercise" and I'm thinking could be valuable to anyone want to start and build a game.. so let's start:


Mechanics

To formalize and think on the right track, I want to write down what is a mechanics (see https://en.wikipedia.org/wiki/Game_mechanics for some reference about this huge topics): "a set of rules designed for interactions on game state" and more important an emphasis on "mechanics is the way game create events" and events are what players wants.

A reasoned list for my Infiltration test could be:

poi = point of interest in the map
characters = not playable characters, agents, etc..
challenges= contest between charaters statistic or environment


- characters can move between different pois: characters interactions could be during travel or in pois and found new hidden poi
- characters gain experience, levels and tags: winning challenges, found hidden pois, solving quests will provide experiece and on each level unlock tags. Like in promised feature on TWS, characters can reason on tags presence (for example hate an archimage? love a warrior full of scars?). Base statistics will be also increased and characters will be more powerful and able to solve more difficult challenges and quests
- characters can solve quests throught challenges: solve a quest could provide effect also in a poi, for example, raid merchant guild could provoke panic on a poi
- specific triggers in pois unlock new quests: some specific events (killed character, solved quest, character with specific tag) could trigger new quests in a poi
- player corrupt characters and force them to do what he want, leaving clues around: player can move to a specific poi, to a specific quest or challenge, to get a specific bonus and broke sigils and win
- organizations give bonuses to characters : organizations can give new tags or bonuses to organization's characters
- organizations could make war/peace with other organizations: events, quests, challenges can change organization's view on other organizations and trigger war or peace, so organization's member start to fight
- player can grow ancient one in power and unlock new abilities: new abilities can create quests, triggers or give tags to characters, or event create poi
- characters can follow clues and uncover player presence: corrupted characters can find and hide these clues and characters can unlock a "clue quest" and reason on clues, make a challenge and increase "ancient one awarness" in the world

During this writing I've realized that many ideas are already put into my prototype, but also mixed together, so it's hard to change a part of the software without move everything :D My bad about this!


Core mechanics

Core mechanics are important because will provide the foundation for the game. An example I've found on the book is for Starcraft 2: core mechanics here is to control scv, build a barracks, train marines and kill enemies. All other units, mechanics, etc.. are build on top of that.
For my game the most important think is for the player:

   player corrupt characters and force them to do what he want, leaving clues around
   
But is the core mechanic? I've found this question hard to answer, because if you think to build a house, this seems to be like a nice door for the player, not foundation to build on it.
So I've tried to build them in order, trying to visualize dependencies between them:

(https://preview.ibb.co/mGn0Ky/Statemachine_Diagram0.png) (https://ibb.co/eSqy6d)

In this diagram what I need to see are depencencies (thanks Tynan Sylvester!) between mechanics. I have mixed up a little bit mechanics with "general concept", like "game world" but I think this should display how this kind of prototype should be made: from bottom to top, for example:

1) corrupt a character without any character available is not possible
2) organizations are mostly indipendent from what characters do or even from ancient one
3) poi triggers does not involve organizations diplomacy

In green you can see what it's already implemented so far.

Looking at this diagram, my choose for core mechanics are the following:

1) game world / character definition / character action
2) characters move between pois, following internal logic
3) character solve quests
4) ancient one / player action / corrupt characters: now player can move a character to a poi and solve quests

These mechanics are the foundation for the game, what do you think ?


So my next steps are:

1) answer these design questions
2) work on core mechanics, don't waste time on other stuff for next release

Title: Re: Infiltration mechanics
Post by: Gornova on July 20, 2018, 03:20:26 pm
Version 0.0.4 is out, more info here on my blog here (https://randomtower.blogspot.com/2018/07/infiltration-004-living-cities.html)  !


Living cities is the name for Infiltration fourth update.

I've put in past months some effort in create a simulation in order to make and feel the game more "alive". In this update, now characters fight between themselves to control city's district. To do so, they will use money, followers and influence to solve quests, gain more resources and acquire district's access.

(https://4.bp.blogspot.com/-kpRoMyv3wYw/W1JETD8bpvI/AAAAAAAAIDw/4t9nxAcbxh0LEugqqXRuc7lfWR3Q4--PgCLcBGAs/s1600/0.0.1.png)
In this screenshot updated city interface, on bottom you can see districts

(https://2.bp.blogspot.com/-CB8RBpZkp0E/W1JES8rcytI/AAAAAAAAIDs/JlLOqh3InBYXnbjnsc7AxZ9q6MB42o4dwCLcBGAs/s1600/0.0.2.png)
In this screenshot you can see updated character interface with new resources: money, followers and influence

But what about the player? As you already know, Infiltration is a game about being an ancient evil, escaped from a magic prison and in search of forgotten knowledge. Mortals can fight between themselves, but you can manipulate them, forcing them in searching this knowledge and gain more power.

So living cities is the natural update for this prototype: now this is more a game then a prototype!

Let's play and let me know what do you think, where I can improve to make it more fun!


A little release notes for version 0.0.4:


- living cities simulation: now characters can solve quests, acquire followers, get power and fight other characters for city control
- city panel show character fight on districts
- character panel now display number of followers, money and influence values
- console panel display all little details about living cites simulation
- many little fix on user interface, now more stable!

Many thanks in advance for any feedback!
Title: Re: Infiltration mechanics
Post by: Rowanas on July 22, 2018, 07:41:27 am
Looks interesting, so this is a PTW.

On second thought though ... What the hell is TWS? What am I missing?
Title: Re: Infiltration mechanics
Post by: ChairmanPoo on July 22, 2018, 08:12:19 am
That which sleeps. A delayed KS//failed KS//possible scam (depending on how much you believe the developer's claims. Though you have to be really trusting to think it's merely "delayed") about a game in which you'd play a trapped evil deity.   
Title: Re: Infiltration mechanics
Post by: Reelya on July 22, 2018, 08:22:42 am
Republic: The Revolution could also provide some ideas for this, I think. It's an interesting game but flawed, good for a single play-through. But the concept is definitely in line with something like this. In that you've got agents you can place in different city zones, and different missions you can give them, along with three colors of agents, red (military/violence), blue (political/religious) or green (economic), meaning they're better at some types of missions than others.

Also, naturally, the cool world-map mode of Evil Genius could offer some inspiration too. For example, in Evil Genius there are Super Agents who move around to different locations in the world and can disrupt your agent's schemes. Having some "heroes" attached to the various factions in your game could work like that, but make it so you can pervert their governments so that the heroes are wanted/on-the-run. A handful of "hero avatars" could be your main foils - perhaps if you are the evil God, then there are a pantheon of good Gods who are operating in the world that you have to defeat.
Title: Re: Infiltration mechanics
Post by: Rowanas on July 22, 2018, 08:26:33 am
That which sleeps. A delayed KS//failed KS//possible scam (depending on how much you believe the developer's claims. Though you have to be really trusting to think it's merely "delayed") about a game in which you'd play a trapped evil deity.

Ahhh, I wondered, because it reminded me of That Which Sleeps (although I couldn't recall the name, obviously). That was the game that drove me off kickstarter. So disappointed.
Title: Re: Infiltration mechanics
Post by: ChairmanPoo on July 22, 2018, 08:32:26 am
That which sleeps. A delayed KS//failed KS//possible scam (depending on how much you believe the developer's claims. Though you have to be really trusting to think it's merely "delayed") about a game in which you'd play a trapped evil deity.

Ahhh, I wondered, because it reminded me of That Which Sleeps (although I couldn't recall the name, obviously). That was the game that drove me off kickstarter. So disappointed.
Me too, pretty much.

Or rather, it made me reevaluate my KS outcomes. I have backed 4 games all in all. TWS was catastrophic, Planets3... I think it was left half-finished (minecraft clone). Battletech I only backed because a friend insisted and now I regret it. Add a couple of shitty preorders that I did outside KS.  The only truly satisfying Kickstarter I backed was Darkest Dungeon.

I  might back Red Hook Studios again, or some other trusted company, if the game was interesting enough... more as a preorder than anything else. But overall I´d rather stay away from preorders/KS.
Title: Re: Infiltration mechanics
Post by: Rowanas on July 22, 2018, 09:25:24 am
So... i'm getting the same thing someone else reported. Grey screen. Resources folder is there, everything looks to be in place inside it, but... grey screen.
Title: Re: Infiltration mechanics
Post by: Gornova on July 23, 2018, 03:40:24 am
So... i'm getting the same thing someone else reported. Grey screen. Resources folder is there, everything looks to be in place inside it, but... grey screen.

Well, could you provide more information about your system ? For example operating system (linux, win, mac?) and java version (from command line run "java -version" ).

Thanks!
Title: Re: Infiltration mechanics
Post by: Reelya on July 23, 2018, 04:23:14 am
Maybe add some sort of logging file, which can output the status of the game's startup process. That way you can narrow down which of the files it's actually loaded etc, whether there's a folder problem, etc.
Title: Re: Infiltration mechanics
Post by: Rowanas on July 23, 2018, 05:19:07 am
I looked for a log first thing.

Spoiler (click to show/hide)

Java version is whatever the java that I downloaded yesterday for the exclusive purpose of playing this game is. Ah, there we go.

java version "1.8.0_181"
Java(TM) SE Runtime Environment (build 1.8.0_181-b13)
Java HotSpot(TM) Client VM (build 25.181-b13, mixed mode, sharing)

Windows 10 (eurgh)

I gotta admit, it's been a while since I used the Terminal, in fact I've barely used it since I had a mac, hence Terminal, not Command Prompt.
Title: Re: Infiltration mechanics
Post by: Gornova on July 23, 2018, 09:21:39 am
Maybe add some sort of logging file, which can output the status of the game's startup process. That way you can narrow down which of the files it's actually loaded etc, whether there's a folder problem, etc.

Sure, you are right!
Currently I'm working create one exe file for windows, with jre inside, so there is no need to download anything
Title: Re: Infiltration mechanics
Post by: Rowanas on July 25, 2018, 02:32:21 am
For anyone else who has the grey screen problem - Don't be an imbecile, unzip the bloody thing first.
Title: Re: Infiltration mechanics
Post by: Reelya on July 25, 2018, 02:42:36 am
That could also be a dev issue.

*Detect* that the folders are missing and stick up a message about it, which also asks you if you unzipped the folder. If nothing else, it will prevent having to answers endless questions about the grey screen.
Title: Re: Infiltration mechanics
Post by: Gornova on July 25, 2018, 02:50:54 am
Yep, I'm working on it.
I'm testing a build for windows with all included, even Jre, so need to download anything, if someone what to join this test, just PM me
Title: Re: Infiltration mechanics
Post by: Reelya on July 25, 2018, 02:58:40 am
This right here is why a lot of professional devs are turning to engines such as Unity or Unreal.

If you roll your own, you need to know that you're going to spend X percent of your time working on code maintenance and platform compatibility, rather than spending that time designing your game.

I'd recommend building out prototypes in Unity, and only porting them to low-level homebrew systems at the end, if necessary for higher performance.
Title: Re: Infiltration mechanics
Post by: Rowanas on July 25, 2018, 03:17:25 am
I 100% disagree with Unity. I know it's gotten better, but I still have deep reservations about it.
Title: Re: Infiltration mechanics
Post by: Gornova on July 25, 2018, 06:25:44 am
About Unity, my 2 cents.

It's an hobby for me. I'm not a professional, just a hobby to work on my free time. I know Java better than c# or unity and I like it. Many times in the past I've found this choice interesting: "learn something new and cool, or just put some code on" ?
I've build small prototype in Unity and found it interesting and cool, but in the end, I feel more confortable with Java.

About Infiltration: is a prototype made in my free time, so rewrite it in Unity for me right now is not feasible. Better is to spend my time on improve way my players can play my little prototype, get som feedback about the actual game (and mechanics) and then work on a bigger prototype (or actual game)
Title: Re: Infiltration mechanics
Post by: Rowanas on August 02, 2018, 08:57:10 am
Ok, so... my full and uninterrupted feedback post, both from me and the friends I've tried to introduce to Infiltration.

I'll stick largely away from issues of content, since content will come, and focus on the issues that might arise as content is added and the like.

Spoiler (click to show/hide)
Title: Re: Infiltration mechanics
Post by: Gornova on August 03, 2018, 02:09:09 am
Thanks Rowanas, so much feedback in one post, thank you and your friends, I will consider all points and think about it a little bit before post again!

Thanks!
Title: Re: Infiltration mechanics
Post by: hermetic_cab on August 05, 2018, 11:43:16 am
So... i'm getting the same thing someone else reported. Grey screen. Resources folder is there, everything looks to be in place inside it, but... grey screen.

It's a classpath problem.
I get the same white game-screen when I start the game by double click, cause the program can't find it's graphics.
By starting the game with java -jar Infiltration-0.0.4.jar all works.
I'm using linux not windooze, but it should work for you guys by starting from console too.

Gornova you might fix the probs when you put the resources into the jar, not in an extern folder and make the game use them there.
By the way you have some of the graphics second times, in the jar and in the outside resources-folder too. ;)

After all nice game idea!
But I found the game too easy, I clicked without reading the docs/forum what to do and won after some rounds. Maybe make it more harder, so the player can really loose the game?
Title: Re: Infiltration mechanics
Post by: Gornova on August 05, 2018, 03:05:16 pm
Thanks hermetic_cab for feedback (if you want to contribute more, I have sent a pm to you).

To fix classpath/resources problems, I have created a new release for the game, version 0.0.5, with a small release notes:

- fix bugs on user interface
- enhanced and corrected text from Rowan
- new build system, with all resources included and two separate build, one for windows (.exe file) and one for linux/mac (.jarfile)

Thanks Rowan for fixing my typos and grammar errors, now game is more easily to understand an hopefully more understandable :D

You can download new version on itch.io here (https://gornova.itch.io/infiltration)
Title: Re: Infiltration mechanics
Post by: Gornova on August 05, 2018, 03:57:08 pm
First of all, I want to empathize how much is important for an hobby developer to get feedback on a prototype, so thank you!

Quote
Until you know how to begin, it can seem like even starting a game is an impossible task.  We're told to manipulate the mortals using the Calling button, but the feedback on what's going on is so poor, I didn't realise I had even done anything to begin with. The blue dot and lack of a black button on the character indicated that something might happen, but it appeared to me that you must first discover the person by scouting them before any calling could be done, and that was not made clear at all in the opening message.

You are right, from my experience on videogames when you do an action you get immediately a feedback. I have to improve on that, both on technical side (how to change over/on over style of a button in the game) and explanation side (maybe a graphical tutorial is more clear than a full-text explanation ?)

Quote
From there flow general gripes with how information is provided to us with regards to character actions.  Generally, any character actions are lost in the scrum of world actions (which, at present, we cannot influence)  Perhaps splitting the feedback dialogue into two, one for character actions and one for world actions, would make the comings and goings of the actors more obvious. I didn't realise someone was starting a quest against me until I received a little message saying that they had failed, for instance.  On the occasions that I did use an action against another character, I felt that there was very little feedback on what they were likely to attempt, and nothing at all on what they had actually done.  While an element of randomness or uncertainty is desirable, the player still needs to understand the possible outcomes of their actions for the game to work. My friends had mixed feelings on taking up even more space with feedback screens, but perhaps this could later be rolled into the quest dialogue (plus the ease-of-coding that might be gained from framing everything within a quest).

You get on a key point of the game: how much space this kind of games should put on text descriptions an how much on icons, indicators and so on ?
I have decided to create a separate “log” for every characters so is more clear what a single actor have done and is doing, to ease player in understanding the game too.
I’m not cool on split to icons on world/actors dialogue, but again here with a little bit of colour on question marks icons, all should be more clear!
I’m not sure that this solution will bring more order or not in the game, but this is a prototype, so I can change quickly and iterate on this kind of solutions.

Quote
On the subject of character interactions, (and this is a minor note) each person needs to possess a tangled web of relationships. While hate is the only one that exists currently, the current single-target hate doesn't provide enough opportunities. Let each person hate two or even three other people. When relationships and character actions evolve, it might be handy to assign these feelings a value, either internally or exposed to the player, which indicates the depth and thus, the possible actions arising from, an attempted character action.  I put this here because if it's going to be shown to the player, the UI will need to incorporate a potentially long list of relationships, each with their own values. 

You are right, I forgot to put more effort on relations side, but like I’ve said before, my focus is in create and finish core mechanics, the expand on new ones. I can for sure let actors “hate more people”, let’s put in that way (always randomly for now)

Quote
Clues are also an annoyance, in that the game clearly tracks them, while the player cannot. An obvious entry somewhere on the city screen would be helpful in helping us determine where to focus our efforts, and as the districts get fleshed out, they might need to take on the roll of clue-holders, rather than the city at large.  This would enable players to install an antagonistic ruler of a district in order to keep prying eyes away. Just a thought.

I was thinking the hide and seek aspect of the game is enjoyable, but I clearly misunderstood how much frustration could pop out of this. Sorry for the inconvenience, I will put a small indicator on every city, so it will be more clear for players which cities require investigations or in contrast the ones that are fully explored.
I like the idea to connect districts and clues together, something that for now is only a sketch!

Quote
The impact of a Rebellion or Loyalist win is.. nothing?  I haven't worked out if this is an issue of it lacking content, or an issue of the player not being informed what the differences are.  Of course, this too will need to be made more obvious as complexity grows, especially if regime changes become a more natural element of character interactions with juntas and assassinations taking the place of never-ending food riots.  If even these could be represented within the quest framework, we would have a strong idea of the causes and outcomes of these sorts of city/world actions.

This is also an huge point. Rebellion vs Loyalist forces in the “grand view” of the game is like you said a regime change that enables intra cities politics.
Let’s take a look outside for a moment, not from ancient one point of view, but from mortal side. In my vision the map is home, for now, for only one kingdom. This kingdom is divided in different provinces with rules (dukes, for examples). If a rebellion overthrown a duke, other cities will take a actions and this will have impact on city to city relation, guild to guild relation and finally on actors relations too.
My idea is to explore also actors position on “rebellion vs loyalist”: a mortal that want to fight rebellion in a city could become more manipulable for ancient evil or not?
Like you have point out, this ideas are only a draft in the game, mostly because I have to find a way to present all these situations to the player

Quote
So, I've spoken a lot about the "quest framework", so I'd like to elaborate on what I mean.  This is a mix of how I'd like to see actions presented, and the means by which they are undertaken.  I envisage a popup box for your interactions with the world, in which each element of the world may play a part. Essentially, when you want to make use of something you would select it as the prime mover of a quest. Then you would select a target (a city, a district, a character, a clue or even a less concrete thing, like the rebellion currently underway, or the region in which your foes have marshalled an army. You could then add additional resources, either further pawns, money, eldritch power or anything else in the game world over which you have some modicum of control.  The opposition would depend on the target and various circumstances, such as the presence of an army, or the current Doge of the city in which you take your action.  For instance, if you want to institute the usurpation of a local Doge in order to place your favourite minion, Valerie, (a dyed-in-the-wool politico) at the head of the table, you would first open the Quest Dialogue, place your devious, political minion to be elected (or depending on how complex this gets, someone else who will install your favourite minion) in the actor box, and the current Doge character, Doge Vincent (or again, complexity allowing, the very position of Doge) in the target box.  The Vincent's wealth would fill one defender box beside him immediately, so you react by placing the angry peasants (that the current food shortage has generated) in an attacker box beside Valerie. The Doge pops the mercenaries he hired as a result of a previous action, in another defender box beside him.  Doge Vincent, sadly, has more than just positive resources on his character card - you select the Scandal you spent a bit of time and money creating (the result of a previous action you took with a local harlot as the actor and the Doge as the target) and slot that in your third attacking box. The Doge has no further options, as you've spent a while slowly eroding his control over the city council, and just for good measure you put one of those very council members in one of your boxes - you could add more, but why expose your precious resources to risk when you've probably already got this.  Sitting in town there's a rebellious cleric, but the Doge doesn't use him and neither do you - he's too anti-establishment to be helpful to the Doge and he's too wary of the insidious evil that your (unfortunately revealed) politician agent works for to be anything but a danger to your plans.. for now.  Had your politico avoided a previous quest which unearthed her as an agent of the darkness, she could have made use of this wayward clergyman without risking her plans, and with additional actions later he might be swayed or tricked to your benefit.  Obviously in a straight-up fight Valerie would've gotten her face done in - The mercenaries are much better fighters than peacekeepers, and the manufactured scandal would have been of no use at all.  Add to that that the Doge is famous for his swordsmanship, and that Valerie has a flat 0 in a fight, and perhaps Doge Vincent could've averted this whole crisis with a spot of martial law (after all, evil prospers when good men do nothing), or perhaps the repurcussions would have only given you another opportunity further down the line, with Doge Vincent having acquired the "Tyrant" trait.

I think that unifying all quests, events and action into this single Quest Framework would ensure readability and provide an easy way to implement and represent the conflicts that go on during the game. In this manner the heroes attempting to uncover a clue can be easily handled by assigning one hero as the actor and his party members as attacker resources with the clue as the target, and whatever you happen to put in their way being the defenders.  The rebellious peasants would work much the same way - angry peasants as actor, the district, character or city being their target and the various circumstances of the game being played either as attacker resources or defender resources with an outcome decided by the appropriate values of the resources on each side and a small amount of RNG.

For visualisation, since it was a bit of a mess up there, I've attached a little Paint drawing for your viewing pleasure. Obviously I'm a shit artist.

Quote
One of my friends pointed out that this setup seems very Cultist Simulator-y to him. Fair point.

Wow, a lot of ideas!
I agree with your friend that seems to be something like Cultist Simulator ( a game that I own and love, but found it sometime really difficult to understand and to predict future outcome for your actions).
I like the approach and this exchange of ideas help me to focus on what players need to know. From what you write, I see the need to understand what are modifiers for every action of the game from actor/guild/district/city/world side and possible outcomes with the antagonist. I think this could and should be done quickly, without change too much the game.
I appreciate also the “openess” of this approach. Add a new event in a city, district or a new actor will result in a new “tag” that related to a particular action (fight, relationship or war/peace).
I will start from actor side, because these are the “manipulation point” for players and will get feedback again on that, if you want to contribute again.

I will end point out how much amazing this community is and thanks for Rowan for incredible feedback, thanks!
Title: Re: Infiltration mechanics
Post by: Gornova on August 29, 2018, 02:13:15 pm
​Welcome back for a new release of Infiltration an ancient evil prototype, version 0.0.6!

Play it now! (https://gornova.itch.io/infiltration)

In this version I've worked on many feedback I've been received on version 0.0.4 and 0.0.5 and improved user interface.
In particular now it's more clear what user can click, because every clickable element in the game has an "on over" image,
so just move the mouse and click.. you will see the effect! I've improved a little bit the general feeling of the game with new icons from Skyrim map set and a little new icon near every city, so you get quickly the idea where you have already corrupted agents and where not.
There is also for every NPC a little quest log, so you can follow every win and losses for every actor in the game,
without lose everything in the "main log" on bottom part of the interface.
Now it's also more clear what an NPC is doing because in actors list there is a quick view on current action and a counter:
this counter is the time that action require in order to be completed. This will include both player actions (focus, calling) and
NPC actions (investigate for example).

The game has now a radical change that will alter how do you play this prototype and, even if I like ui changes and feedback on this side,
I'd like to know if this change it's okay for you or not. I'm talking about the link between a district in a city
and a secret.
As you know, in this game you are an ancient evil trapped in a prison and you have to find hidden knowledge of the world
in order to become powerful again. To do so, you will focus your power on mortals, establishing a link to their mortal minds,
then send them in active search of hidden knowledge, using calling action.
This action is really powerful, but after is completed, you will gather information on where the secret is located.
If you are lucky, could be the same district that belong to your puppet, but if you are not lucky.. you have to decide.
It's better to send my puppet against the mortal that own the district, or focus and then calling again the mortal?

I believe that this little change is a radical change in how player will play the game and a fundamental stone on how player can manipulate mortals in following his plan.

Let me know what do you think!
Title: Re: Infiltration mechanics
Post by: Dozebôm Lolumzalìs on August 29, 2018, 05:22:01 pm
By the way, do you think this would fit better in Creative Projects?
Title: Re: Infiltration mechanics
Post by: Reelya on August 29, 2018, 05:31:16 pm
By the way, do you think this would fit better in Creative Projects?

Uh yeah, Gornova, i'd heavily suggest shifting the thread there. Click the bottom left of the page "move thread" thingy, and turn off the option to leave a redirection post, for clutter reasons.
Title: Re: Infiltration mechanics
Post by: Gornova on August 30, 2018, 01:42:04 am
By the way, do you think this would fit better in Creative Projects?

As I've said in the first post, if the moderators think is better, for me is okay :D
Title: Re: Infiltration mechanics
Post by: Gornova on August 31, 2018, 03:39:31 am
thanks @Toady One!
Title: Re: Infiltration mechanics
Post by: Reelya on August 31, 2018, 03:54:05 am
There are a couple of advantages. Creative Projects is a slower board, so your game will stay on the front page for up to a month instead of a day.

Also, you can go back and edit the thread title on the original post, to give the thread as a whole a more informative title. Something like "Infiltration - Game v1.0"

That way makes it clear what type of thing it is, you can put the version number in the title, and update links in the first post, and people can see that a new version has come out when the thread title also changes.
Title: Re: Infiltration mechanics
Post by: Gornova on August 31, 2018, 05:47:34 am
There are a couple of advantages. Creative Projects is a slower board, so your game will stay on the front page for up to a month instead of a day.

Also, you can go back and edit the thread title on the original post, to give the thread as a whole a more informative title. Something like "Infiltration - Game v1.0"

That way makes it clear what type of thing it is, you can put the version number in the title, and update links in the first post, and people can see that a new version has come out when the thread title also changes.

nice suggestion Reelya, done!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Reelya on September 03, 2018, 10:36:43 pm
by the way, have you considered implementing a procedural map generator for this?

"Seed" values can let people create any world they like, for greater replayability.

However, there's one designer who has an interesting procedural game I heard about. He created a ton of levels via seeds, played them and found a set of interesting ones, then graded them from easiest to hardest, and those become the "official" levels of the game. That way, you get the replayability of procedurally generated levels, but you also have a clear number of "official" levels that people can talk about and use to compare their strategies and results.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on September 05, 2018, 01:23:36 am
by the way, have you considered implementing a procedural map generator for this?

"Seed" values can let people create any world they like, for greater replayability.

However, there's one designer who has an interesting procedural game I heard about. He created a ton of levels via seeds, played them and found a set of interesting ones, then graded them from easiest to hardest, and those become the "official" levels of the game. That way, you get the replayability of procedurally generated levels, but you also have a clear number of "official" levels that people can talk about and use to compare their strategies and results.

Yes I have a lot of ideas for "procedurally generate" content in the game and I will for sure consider seed generation, something I wanted to explore first by myself, but first I need to assest base mechanics and focus on gameplay and then move on content, generated or not.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on September 05, 2018, 04:39:25 am
Hah, it's no good having random seed generation until you know all the variables that your seed has to alter.  Oh, and Gornova, if you get round to exploring seed generation I'd like to know how that works, since my flimsy knowledge of coding would only allow me to brute force such a thing, which seems like definitely not the right solution.

As a more general note, you might generate some interest if you take some time to go through your process, turning this into a two-in-one Infiltration and design/mechanics thread.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Reelya on September 05, 2018, 04:45:56 am
Quote
Hah, it's no good having random seed generation until you know all the variables that your seed has to alter. 

That's not really how it works. It's an iterative process. A seed is just the initial value for a random number generator, and you grab a stream of random numbers for whatever you need. You start with a seed system, then you find uses for the numbers it generates.

It's impossible (or just really really dumb) to avoid having the seed system until you "know all the variables" you have to alter in your generator system. That's just not a practically workable way to go about it. You start with the seed system then see what things need random rolls and pull numbers from the stream for that. It's the only physical way to build the thing, you need to see what comes out of different seeds during the design process.

Sure, guy could build the final dynamic game, then try and retrofit a world-generator to it, to get initial worlds, but that would basically stink as a design process. What makes more sense is to break down the world into rules, generate worlds from the rules and have those be the same rules that you manipulate during play. So "history" made the world from a random seed, and those same rules are what you manipulate to change the future of the world as the gameplay. Thus, if the world is going to have procedural generation at some point, that's going to profoundly change how the gameplay works, so it would be far more efficient in terms of developer effort to make the seed system first, have it generate worlds according to the normal rules of play, and adapt those rules of play iteratively in ways that make fun worlds that are fun to interact with.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on September 05, 2018, 09:49:03 am
Quote
Hah, it's no good having random seed generation until you know all the variables that your seed has to alter. 

That's not really how it works. It's an iterative process. A seed is just the initial value for a random number generator, and you grab a stream of random numbers for whatever you need. You start with a seed system, then you find uses for the numbers it generates.

It's impossible (or just really really dumb) to avoid having the seed system until you "know all the variables" you have to alter in your generator system. That's just not a practically workable way to go about it. You start with the seed system then see what things need random rolls and pull numbers from the stream for that. It's the only physical way to build the thing, you need to see what comes out of different seeds during the design process.

Sure, guy could build the final dynamic game, then try and retrofit a world-generator to it, to get initial worlds, but that would basically stink as a design process. What makes more sense is to break down the world into rules, generate worlds from the rules and have those be the same rules that you manipulate during play. So "history" made the world from a random seed, and those same rules are what you manipulate to change the future of the world as the gameplay. Thus, if the world is going to have procedural generation at some point, that's going to profoundly change how the gameplay works, so it would be far more efficient in terms of developer effort to make the seed system first, have it generate worlds according to the normal rules of play, and adapt those rules of play iteratively in ways that make fun worlds that are fun to interact with.

Oh, but doesn't the length of the string need to account for the number of variables you'll be pulling from, or do you expand the possible results by pulling noncontiguous numbers (or letters or whatever's standing in for a value here) from a relatively limited string length?  I also know that there are games that will generate specific universes for certain seeds as Easter Eggs, but are those by-and-large "false" seeds that bypass the generation system to give a pre-designed world? Seed generation and utilisation is one of the bits of game design coding that I know the least about while also being tremendously interested in it.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Reelya on September 05, 2018, 03:47:27 pm
The seed is a set length, usually 32-bit but can be 64-bit.

For example No Man's Sky claims to have 2^64 possible planets, that's because their seed is 64 bit. Everything about the planet is generated from that one value, and you can add new randomized features without needing to change the seed value.

The term "seed" means that you use that value to seed a pseudo-random number generator. The RNG then generates an infinite sequence of other numbers for you, and you pull from that sequence to get as many or as few variables as you need. Note how Dwarf Fortress world seeds work. There is a set length seed number, yet Toady is able to add entire new features into worldgen without adding a bigger seed.

However, one big caveat is that if you modify the algorithm for generating worlds, old seeds won't generate the same world as before. This happens whenever Dwarf Fortress is updated for example. To illustrate this, imagine a one-digit seed, say 7, that generates numbers 6,2,6,9,2,1,0,5... Now, you've assigned each value in the stream to be used for some different random roll, but then you add another roll in there somewhere. Say the nations had hard-coded colours, but now you decide to make each nation roll their own colour randomly. Sure, now they have different colours, but the entire history of the world will probably be different too.

However, changes in how you use the RNG numbers only affect subsequent calls. For example, if Toady generates terrain first, then civilizations, a change in how the RNG seed is used for civilizations won't change what terrain is generated, the seed will still be the same "world" but with a new history.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on September 06, 2018, 06:24:10 am
Ahhh, so the seed is only the first step in generating further random numbers, rather than the whole random number generation. In the first example you gave, if each use of the random number string is a separate call ,then you could add the flag colours without ruining the world generation, right?  And wouldn't you make each individual element that you want a separate call anyway? Or is that then a waste of time?
Title: Re: Infiltration - ancient evil god game simulator
Post by: Reelya on September 06, 2018, 06:55:24 am
Hmm, you're not really getting this.

To picture it, an rng is a function that you feed a seed value in to prime, and after that it outputs a single stream of random numbers. You then call the function when you want a dice roll. The rng guarantees that you'll get the same sequence of dice rolls across a run of the program, however it does not guarantee what those dice are used for, that's the programmer's job.

So, if you make 10 rolls you'll get predictable results for each roll. However, if you roll an extra dice first, then the next 10 rolls will be shifted along by one roll, since you already used up the first roll for whatever the new thing was. So, the old first roll of the new generator now gets the second roll of the rng, the old second roll gets the third roll and so on.

So, that makes it tricky for a systems designer, since if you share interesting seeds with beta-testers then make even small changes to worldgen, then those old seeds no longer even remotely lead to the same worlds. The choices are to completely ignore this or to find ways to mitigate it. Ignoring it is less work for the developer and less resources needed for the computer so almost all people just ignore this problem.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on September 10, 2018, 09:40:49 am
Quote from: Rowanas
As a more general note, you might generate some interest if you take some time to go through your process, turning this into a two-in-one Infiltration and design/mechanics thread.

Sure! I'm trying to write down ideas here when I have time (bonus today, tag system design :D )

I'm in the middle of the "tag system" work, something I believe will add more content and replayability on the game (and more options to play with it for me too!).
With tag I refer to a simple property that an npc can have, for example "greedy" and a bonus associated to this property, for example -10% on social challenges. My plan is to use these tags when npc have to resist a challenge (a player action, like focus/calling/manipulation or quests), now splitted in three categories (like Vampire the masquerade and old Wod games ):

- physical, related to combat, fighting with swords, resist to poisons, etc..
- mental, related to willpower, mental ability to understand something and knowledge in general
- social, for ability to understand, manipulate and advance on social ranks

So for example good old Barbarian Uzbar could have a tag like "robustness" (+10% physical challenges) and "scar" (-20% on social challenges) and so will be a good fighter, but a not so good social manipulator, so quests that require social ability will be harder for old Uzbar, but fight goblins with an axe more easy. Keep in mind that a quest can have only one type, so it's a matter to find a balance between quests right now, design them so in every city for every character there is the possibility to conquer a district and to be a valid target for player.

Thinking about this, something I want to consider right now is to add a low probability for unique tags, like "chosen by gods" with good bonuses. This will provide some interesting choices for players: a focus challenge can have low probability to corrupt a powerful npc, but on the other side, could provide a powerful ally, right ?

There is only an option for a npc to acquire a tag (remember, a tag could be a bonus, but also a malus!) when a quest is solved or failed: so now for example our good Barbarian Uzbar fail to stop goblins and acquire tag "epic failure" or in case of a good outcome, gets "hero" tag.

What do you think about tags? In my mind could provide more personality and variability for npcs and on the other side for player too !


About seed generation, like I've said, is something I want to explore and think after go throught this prototype. For now random generation is all about the following elements:

- npc stats (followers, money, etc..), name (from an internal list)
- number of npc in a city (at least 3, max 10 more or less)
- combat between npcs (roll a dice in this case)
- challenges (roll a dice with tags bonuses)

So not so much to explore for now on random generation side!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on September 10, 2018, 10:36:04 am
Well, my opinion on tags is a double thumbs-up.  Having resolutions be influenced by randomised or earnt tags opens up a lot of opportunities for interesting emergent gameplay, and it has the bonus of being easy to change and add to.  The trick to making it interesting will be ensuring that the tags interact often enough and in a meaningful way to bring about situations that the player can work out the likely outcomes without being entirely predictable.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on September 11, 2018, 02:35:29 am
Well, my opinion on tags is a double thumbs-up.  Having resolutions be influenced by randomised or earnt tags opens up a lot of opportunities for interesting emergent gameplay, and it has the bonus of being easy to change and add to.  The trick to making it interesting will be ensuring that the tags interact often enough and in a meaningful way to bring about situations that the player can work out the likely outcomes without being entirely predictable.

yes, we are on the same line, let me clarify one point: for now tags will be "passive" with only a bonus/malus and stop, when I will have clarified how they interact each other in "active" way I will add more tags of this type.
An idea that comes up on my mind is to create a tag, for example "undead" that can be added to creature created by a mad mage and these creatures will trigger response (note: a quest!) for other npcs that hate "unded" creatures :D
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on September 11, 2018, 09:14:29 am
Well, my opinion on tags is a double thumbs-up.  Having resolutions be influenced by randomised or earnt tags opens up a lot of opportunities for interesting emergent gameplay, and it has the bonus of being easy to change and add to.  The trick to making it interesting will be ensuring that the tags interact often enough and in a meaningful way to bring about situations that the player can work out the likely outcomes without being entirely predictable.

yes, we are on the same line, let me clarify one point: for now tags will be "passive" with only a bonus/malus and stop, when I will have clarified how they interact each other in "active" way I will add more tags of this type.
An idea that comes up on my mind is to create a tag, for example "undead" that can be added to creature created by a mad mage and these creatures will trigger response (note: a quest!) for other npcs that hate "unded" creatures :D

Oh no worries, I anticipate that all things will be simple and limited to begin with, to serve as a placeholder and framework for greater complexity at a later point.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on September 12, 2018, 02:38:53 pm
Inspired by tag discussions, I want to share some thoughts about future directions for this prototype.
I've written before that scope for this project is only to be a prototype, and like other prototypes, should answer questions. In this case, questions are about game mechanics and how they interact each other to form player experience.
Current status about mechanics is the following (see this msg about mechanics discussion: http://www.bay12forums.com/smf/index.php?topic=169949.msg7800030#msg7800030)

Note: pois => point of interest, TBC => to be completed

- game world: game world generation on this stage is mostly completed. For sure I can add variation, more procedural content, procedural generated map, better graphics.. but is out of scope right now. Have a group of pois (cities for now) is enough, or I want to say, the minimum foundation for start to play. For me this side is completed!
- point of interest: now pois are completed: with districts cities are now a stage for npc confrontations, battles and so on. I want to stop now on this side, because I can add more special pois (dungeons, crypts, villages, battle fields..) but is only variation on the same idea. What will bring more, in term of gameplay, is add new special mechanics for particular pois. For example, add "unlockable" pois, after some events are triggered (see below)
- poi triggers: (TBC) one of the "core" feature I've identified for this prototype is possibility to add some triggers on a poi. A trigger in my mind should be defined as a series of condition on poi variables and some actions on poi. One example I've come in mind is to create some hidden poi, like a dungeon.
This dungeon will provide unique quests for npc ( and also tags!) and some kind of tag (bonus) for player too (for example bonus on manipulation action, but is only an example). So player will unlock this poi after first rebellion in another city, with an event. I think that this kind of triggers, if used correctly, will provide more options for gameplay and my reference model are Xcom games, where player complete missions and acquire more experience and this advancement trigger tier 2 mission and so on.
- characters: on this side I'm on maintenance mode right now. This means that my focus is to fix bugs. I'm satisfied with "city simulations" and characters interaction. Maybe I will work on relation side, bug always to add more possibility for players
- ancient one: inspired from TWS, I have considered a lot of specific ancient one power, instead of "generic one" (like corrupt), but I want to keep it simple. How it's possible to design ancient one's power without know which elements can be modified by player ?
- ancient one level up: (TBC) for now this is covered knowledge unlock and special "tags" for ancient one, maybe after a manipulated npc complete a particular quest. After observing how paradox games are made (EU4 or HoI4 for example), seems that add a lot of small bonuses, unlocked often are a good way to keep player busy. I don't know right now how this fit in my prototype, this is one of my research questions. I don't want achievements, but something player can have influence on. For this I'm thinking about ancient one religion. Because player take role of ancient god, what fit best of a religion? After first unlock of player power, this mechanics will be unlocked and with a new dedicated interface, with more and more corrupted npc (and many followers!) you can build on top of this base your cult. My idea is to use npc followers in the good old sacrifice way and in this way unlock new tags. These bonuses or tags will provide bonuses for player challenges or can be used for power-up and npc ?
- player actions: here I've done for now. I have a lot, I mean a list of dozen and dozen of possible actions, but I want to KISS (keep it simple stupid!). Focus to corrupt (maybe is better corrupt?), calling for doing stuff in a poi and manipulate for interact between two different npcs. Of course actions could be complicated, but.. not for this prototype!
- corrupt characters: see above
- character action: (TBC) npc fight for poi dominance, but I think is not right choice. Dominance is not the only way npc could be, so my idea is to add a "nature" or "destiny" for every npc. For example good old Uzbar, the barbarian, will be violent by nature and every interaction or challenge will be solved with a physical challenge or a fight. Of course with madness this will be worse, but I think that different natures will provide more variability for each character when they interact each other, for fight in a poi or not. Why all npc should fight? Maybe some npc can start to study, connect the dots, or improve abilities. I want to be KISS even here and just try little variation, not too much
- follow clues/ uncover ancient one: I know from various reports that this is a simplified version and most of the runs npc cannot find player hidden in the world. This is fine. I mean is a matter of balance right now and even if I have some ideas (like chosen one from TWS.. keep it simple!)
- move characters: (TBC) This is something I want! For example bobby2hands made a great work in Shadows behind the throne (see here https://bobbytwohands.itch.io/shadows-behind-the-throne ) with a lot of characters moving on the map. Keep in mind that for this prototype graphics, animations and so on are not a focus, so I want to implement very basic movement: and action that characters can do on some triggers (to escape death after a manipulation, for example!) or after a calling from player. This an important point: right now cities are islands with no interaction. If characters can move around, they can start to mess with internal city equilibrium and of course player with it. But instead of TWS, based on direct control on few key adepts, I want to experiment some indirect control over npcs, like force them to leave a city, move to another city and start to search knowledge there
- solve quests: completed!
- character experience: with tag system is completed, at least for this prototype. Experience could be much more (xp, levels, items, powerful followers and so on..) but KISS again!
- organization: guilds are simplified right now, again for scope. I have ideas on this side too, for example a guild could hide a piece of forgotten knowledge somewhere (a hidden poi, see triggers ) and as player to uncover this secret you should help your corrupted agent to climb the ranks inside the organization. This could add some variation on the main formula, but not for this prototype
- organization bonuses: originally this idea comes from "rank" inside a guild for a npc. If a guild is powerful, win wars, get more points and provide more assistance on npc with higher rank. A simple formula.. but is something connected to organization rank and want to keep it out from this prototype, maybe in the future
- organization diplomacy: this is also out of the scope. Right now guild can start wars each others.. and this is a mess caused by player too! For example if a manipulated npc kill another npc in a city.. this will cause problems between guilds. I don't understand if this is something that players can see right now, maybe with a proper guild's relations window, this could be more easy to follow


So far my points on design side are the following:

1) work on unlockable pois, using triggers to add more variation and more re playability for the game
2) design and think ancient one religion, to unlock bonuses, based on number of corrupted npcs and followers
3) destiny types for npc, this will guide actions and reactions to a changing world
4) moveable characters between pois

On next builds I will focus in find my way to solve these points and like always, any comment, feedback, critique are welcome!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on September 26, 2018, 03:49:06 pm
So here we are for Infiltration 0.0.7, you can download it here (https://gornova.itch.io/infiltration)!

For the video about 0.0.7 see here (https://www.youtube.com/watch?v=gZobnm35ws4)

In this release 0.0.7 for my prototype, Infiltration, I've worked to add a new fundamental system, tagging, that interact with various elements in the game. This tagging system refers to a simple concept: actors in the game (npc, not playable characters) can have tags, like for example "strong" or "ignorant" and these tags will affect how npc can interact with game world through quests and player actions, challenges.
Tags can be good, with an active bonus (+20% on physical challenges) for npc or really bad, with a malus (-50% on mental challenges) and are added randomly from a customizable pool of tags on actor creation and after a particular quests are solved or failed.

In this version you will find following tags:

- generous, +20% social challenges
- greedy -20% social challenges
- ignorant -20% mental challenges
- intelligent +20% mental challenges
- strong +20% physical challenges
- weak -20% physical challenges
- scarred -30% social challenges
- anathema -30% social challenges
- falseGod -30% mental challenges
- renowned +10% social challenges
- integrity +50% resist focus player action
- willpower +50% resist calling player action
- determination +50% resist manipulation player action

As you can see from the list there are two big types of tags: one related to challenges (related to quests and actor interaction with game world) and player action resist bonuses.

Thanks to awesome platelayers I've found a nice way to filter living cities simulation behind the scenes in the quest log and with a filter by city on the left of quest log, now the player can be informed on a very specific city and not all together!


Like always any feedback is welcome!
Title: Re: Infiltration - ancient evil god game simulator
Post by: FallacyofUrist on September 26, 2018, 08:56:25 pm
So for example someone could be traumatized after their friend tried to stab them in the back?
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on September 27, 2018, 02:56:52 am
So for example someone could be traumatized after their friend tried to stab them in the back?

for now relationship betwen actors are only hate, so there are no friends in this world (sad but true) :D
Seriously, my idea in game terms is: if a friend stab in the back and actor, he/she will increase madness values, so future actions, reactions etc.. will be more on extremes.. and friendship is broken for sure!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Deon on October 02, 2018, 09:47:57 am
Glad to see another (probably much more skilled) developer trying their hands on a game.
I recently posted a topic about my future project in Other Games, and moved it here following your example.

I will need some time after work to check the prototype. So far I only watched the video, and the idea is definitely cool and interesting to me.
I will try to come back with some meaningful feedback later, and I will definitely be watching the thread.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on October 02, 2018, 10:12:30 am
Glad to see another (probably much more skilled) developer trying their hands on a game.
I recently posted a topic about my future project in Other Games, and moved it here following your example.

you are welcome! I think is not matter of skill, but dedication and time :d

Quote
I will need some time after work to check the prototype. So far I only watched the video, and the idea is definitely cool and interesting to me.
I will try to come back with some meaningful feedback later, and I will definitely be watching the thread.

Thanks! Any feedback is welcome as always!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on October 03, 2018, 07:07:09 am
Thanks! Any feedback is welcome as always!

Soon!  Soon m'lord, I promise!  I've just filled all of my weeks and weekends of late, and it has been hard to find time to play the latest version.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on October 03, 2018, 08:01:13 am
Thanks! Any feedback is welcome as always!

Soon!  Soon m'lord, I promise!  I've just filled all of my weeks and weekends of late, and it has been hard to find time to play the latest version.

don't worry! My idea is to update on slow windows (1 month / 2months) with small changes, so if you miss one version you don't miss too much in terms of game evolution
Title: Re: Infiltration - ancient evil god game simulator
Post by: Rowanas on October 13, 2018, 03:51:44 am
So the changes here are small, but definitely a step in the right direction, giving a little more to consider and play with.

So... where are the text files for the new feature?  I need to go digging and changing :D

Oh, and where are the text thingies for the cities? There are errors that must be replaced!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on October 14, 2018, 02:34:01 pm
Sure! I will send you an email asap!  :) thanks!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on October 29, 2018, 05:40:24 pm
Infiltration 0.0.8 is out, downalod from here: https://gornova.itch.io/infiltration

First let me thank players that provide me with feedback! Thanks! I really appreciate any feedback, report and ideas, so feel free to share your ideas!
This version is another step on the conclusion of this prototype, because I have a clear set of features I want to provide to players: in this case, roads and trips.

This is something bobby2hands with Shadowss Behind the throne (https://bobbytwohands.itch.io/shadows-behind-the-throne) has addressed for sure better than me: let npc move around and do actions.
In this release I have created the foundation of this concept, where an npc can move betwen cities following connections, so for example the kingdom capital, Theros is connected with any other cities of the kingdom. I know that from graphical point of view this is more than rudimental, but again is a prototype: I need to test mechanics and features together, so here we are. An npc can move between cities if has at least 2 money on his pocket and no control on a district or corrupted by a player. At start this is something caotic, but with some interventation from player this will become more stable.. and exploitable maybe?

I have fixed many bugs, but one in particular was very strange: a corrupted npc can investigate against player. I mean, a fully controlled one.. not so fun, right? At least for me, feel free to share your ideas on the topic!

I have decided also to use some awesome icons from Lorc free set here, https://opengameart.org/content/700-rpg-icons

Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on December 19, 2018, 10:35:47 am
Quick update: hidden pois mechanics is in place and I'm testing it. Now game is less predictable because as player you have a set of cities where you can corrupt npc, but not all of them has hidden knowledge. To find all hidden knowledge locations, you must corrupt at least one npc, send it to a quest in the city and some cities has an hidden connection to a new poi. This new pois (caves, dungeons, etc..) will be revealed and then you can send npc to investigate there.
The interesting parts in this hidden pois are about various creatures inside: not all hidden pois will be a safe place for your agents, so be aware of that!

I hope to deliver next update soon (ASAP) and get feedback, this change require some time and work, but give new choices to player and game is more interesting (and not so quick to win).
Balance monsters fight inside dungeons will be tricky, I'm working to make it interesting!


I've found a new game in development (not related in any way): https://store.steampowered.com/app/958740
From few informations seems to be a game more focused regard my game or TWS and this is good! I appreciated also combat turns mechanics, with dice rolls and so on. More board game than a simulation, is on my radar, will see next dev diaries about various mechanics.

Update: they posted an update and events are picked from a deck, like cards. Not sure about replayability, but is a cool point to investigate.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on January 08, 2019, 05:51:18 pm
I've decided to put in this update just hidden poi mechanics and put monsters fight in next update, to release ASAP (a lot of time.. but ASAP) so... Infiltration 0.0.9 "Go down that road" is out !

Download it from here (https://gornova.itch.io/infiltration)

"Go down that road" open up new possibilities for player to command corrupted humans, so for example now you can command them to go a city or some other points on the map. If you take a look to the prototype, will notice that I've implemented unlockable pois, because not all hidden knowledge you need to find will be in cities, but scattered around the world, in particular in a cave, where in next updates I will put some monsters to fight!

As always any feedback is appreciated!
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on February 13, 2019, 08:04:55 am
Let's come back for another update!

Just to say: I'm still here!
I'm working on it on my spare time and now a basic "fight" between a corrupted agent and a monster is in place. Nothing "complicated" but a basic approach: just roll two dices add some stats (attack, arcane, followers? I'm not still sure, because every class should have a different "main stat" to use in combat, right ? ) and make damages.
I want combat to be difficult and brutal: so it's possible that one of corrupted agent, controlled by player, could die in a snap of fingers.

What do you prefer? A brutal and fast combat (and difficult) between your pawns or a more slow combat ( I mean on more game turns ) with possibility for agents to run ?

Title: Re: Infiltration - ancient evil god game simulator
Post by: Rockeater on February 13, 2019, 11:50:29 am
Didn't play yet( I need to get some time to do stuff)  so take that as you wish, but I think brutal combat might be a smarter idea if you want people to less reliy on a few strong agents and try to get a bigger base
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on February 13, 2019, 02:59:58 pm
thanks Rockeater for your reply!
Right now only limit for corrutped agent is time: every agent require 10 turns, so it is "only" a game of patience and for this prototype is fine.
Brutal combat (I mean with brutal one roll: win or die!) could be smart but only the most quick mechanics to build.
In the prototype there is no leveling for agents, so it's only a matter of balance for combat (and a bit of luck of course!)
Title: Re: Infiltration - ancient evil god game simulator
Post by: mapacible on February 14, 2019, 08:29:35 am
Hey Gornova, it's fun to see a similar game concept as ours with a vastly different gameplay implementation! I've played through the prototype a bit and I like how you have several concepts implemented in the game that we don't: such as having guilds (Mage Guild, etc). It makes the world feel more interesting and authentic. I'd like to share a couple of thoughts based also on our experience trying out different concepts/prototypes for our game:

- I'd suggest that you exert extra time thinking about more ways for the player can interact with the world. This was also a previous issue with our game. Since the game is simulating NPCs, you may get caught up and be focused too much on the world as a simulation but may neglect that the player must have interesting ways to interact with it and not end up mostly just watching the events taking place. From what I can see right now, there are three available actions: Corrupt, Calling and Move. I'd love to hear what your other future plans for player interaction.

- It may be difficult for the player to keep track of everything that occurs in a tick. Maybe you can also do it like we did where each character and location has their own log list. Like this:

(https://pbs.twimg.com/media/DzHLOiwUYAIOhp4.jpg:large)

Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on February 14, 2019, 03:56:06 pm
@mapacible thanks for trying it ! My prototype is done in spare time, so there are a lot of rough edges to fix, so really appreciate any thoughts, in particular on someone that are same path as mine (but more professionaly as far I can see). For more info about my project, you can read previous posts in this topic, in particular long posts that are reasoning on this topic. You can take a look on my blog too, in particular here: https://randomtower.blogspot.com/2018/09/infiltration-open-design-points.html personally I've found really useful to drawn a tree/like structure for game mechanics as suggested in the book " Designing Games: A Guide to Engineering Experiences, by Tynan Sylvester."

My goal as said in first post is to create  "a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory", not sure if your concept is similar or not.

About world that is more interesting, currently there are some "major" systems that are outside of normal agent lifecycle in place:
- clue system: more player actions do, more high is chance that an agent try to investigate about it
- faction system: like you said, factions/guilds has relations in place and can do wars
- food system: wars between guilds and some random values in place move foods (think about seasons for example) and this could contribute for rebellions to start if there is no enough food in a city
- rebellion: a city accumulate over time from player and agent actions or another system rebellion points and after a threshold a rebellion start. My idea here is that a rebellion could "infect" another cities and cause government change, but for now is out of the scope for this prototype
- recruitment: from time to time, new actors will popup to keep world interesting

Quote
- I'd suggest that you exert extra time thinking about more ways for the player can interact with the world. This was also a previous issue with our game. Since the game is simulating NPCs, you may get caught up and be focused too much on the world as a simulation but may neglect that the player must have interesting ways to interact with it and not end up mostly just watching the events taking place. From what I can see right now, there are three available actions: Corrupt, Calling and Move. I'd love to hear what your other future plans for player interaction.

Yes, you nailed Infiltration main problem right now! I have a clear roadmap for this prototype, but for sure on next iteration (or next game) this will be main focus.
You miss maybe a thirt action "Manipulate", when you click on a relation between a corrupted actor and another actor, you start an action between these two based on how much madness target has.

Quote
- It may be difficult for the player to keep track of everything that occurs in a tick. Maybe you can also do it like we did where each character and location has their own log list. Like this:

I appreciate your suggestion and there is a similar concept already as "quest log" in actor screen:

(https://1.bp.blogspot.com/-ZwCoBIt4wpU/XGXVXV9iCOI/AAAAAAAAJIM/dZ5eGt4Oh38JevFen5gUIV8FIuMEME5hQCLcBGAs/s1600/questLog.png)

there is also a general log that you can filter for each city on bottom part of the screen, nothing fancy, but do the job.

Thanks for your time!
Title: Re: Infiltration - ancient evil god game simulator
Post by: mapacible on February 18, 2019, 02:04:28 am
Hey Gornova! I enjoy the concept of your game. Yea, it's really a good idea to start focusing on what the player can do in the world and ensure that there is enough game in there. I didn't see the Quest Log when I tried it, that's a good start.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on February 21, 2019, 11:42:37 am
Thanks!
With this prototype i have learned a lot on what i wanted in this kind of game
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on March 18, 2019, 03:59:56 pm
Welcome back with Infiltration!

Download link here (https://gornova.itch.io/infiltration)

This release is marked 1.0.0 because is my launch as "final prototype" of my game vision. You can find it incomplete, you can find it horrible, but I have made this prototype on my free time with a single goal: learn.

I have learned a lot and I will share some toughts on my path on some next dev logp, for now, let's focus on this release!

Changes:

- fixed some bugs on hidden pois
- added fight in hidden poi between player's agent and an horror to unconver secret knowledge
- disabled log for all pois, now player must select to see something changing


As always I'm open for comments, ideas. Even if this is a prototype any thoughts is appreciated, see you soon!
Title: Re: Infiltration - ancient evil god game simulator
Post by: mapacible on March 19, 2019, 08:53:42 am
Congrats on the final prototype! I will try it out on the weekend and give feedback.
Title: Re: Infiltration - ancient evil god game simulator
Post by: Gornova on March 19, 2019, 03:17:52 pm
thanks! no revolutions here, only little evolutions