As we already experienced Johnny as an companion, for an alternative Cyberpunk 2077, we should have the option to chose a companion by our self.
Lore integration and general game contend justification:
Shortly, its like a Brain-dance, just virtual contact Brenda and Johnny Silverhand:
Real world applications:
[Link removed. This is not the place for essentially advertising such things.]
Problems:
Framework
Bigger Framework required,
It starts with:
Aspect, News:
To implement an interesting news feed, we need different layers of time progression, other word, cycle time progressions.
E.g. stock market news, I/one can generate a bunch of waste information with less importance by just having different degrees of down and ups in differently in intensity.
I can combine.
Requires:
This is a general approach to manage individual behavior. The question is: How to substituted mass behavior with a global or regional information or news system to save individual calculation resources. This could be expressed with one variable that gets basically in correlation of the global/regional layer affected or altered to define NPC mood and walking speed and art or general expression differences between NPCs.
... can do it if requested.
Medium
... can do it if requested.
Short
... can do it if requested.
Aspect, repetitive mission generation:
To reduce the receptivity, it is required to define an environmental hub of insides and outside or interest group.
Fixers are a second layer of this, and frequencially affected by the first layer and offer there jobs.
Requirements:
Simplified gang struggle and territory gains interweaved into environment.
How to do, just like Star Citizen, you only need a representative amount of real world places for a player, as more simulated ones.
Aspect, Asset or environment dynamically adapt and prepared for missions:
Provides of potential generate able entities in buildings for simulation of variation and gang fight or would progression in gang territory lose and gain.
Rooms or Flats are situational generated and mostly random on the places of generation, if not building standardized. As already implemented, wall breakthroughs could allow dynamics.
NPC relative environmental dynamic elucidation
Gangs or fractions need headquarters, mostly unchanged and fix, in which relative statically endeavours can take place.
A dynamic place can only, with low resources, be in a limited frame simulated.
How to allow a NPC different emotional and local places to stay in which a time progression and dynamic "infinity" world can be created, without feeling of an game end.
Basically it is like the people on the street, reason to be somewhere and needs
Main questions, why do I need this stuff for some gang boss and members if I visit them out of a stupid coincidence!?
This would be needed for real world relationships and flat behavior of girl and boyfriends or friends behavior. To make this interesting, I need a personality framework which again, can be used as fast tool to recreated reasons for behaviors and interaction in the world, lesser production time.
Personality Framework
... can do it if requested.
Lore integration and general game contend justification:
Shortly, its like a Brain-dance, just virtual contact Brenda and Johnny Silverhand:
[Link removed. This is not the place for essentially advertising such things.]
Problems:
- Relationship and application in game:
- Is it save and is the companion smart or alive enough to be seen as interesting by the player
- Technical:
- Face mouth voice integration:
- Text to speech:
- Player can chose which he preferences
- man or women
- three options for men and women
- Body
- age
- Muscles and breast and hips
- Faces from templates six options
- Voice to face
- Soft
- aggressive
- strict
- Styles
- Corpo
- Substance
- Nomand
- Functional
- Streetkid
- Neo-kitsch
- Corpo
- First Level
- Personal assistant e.g. Cotana or Siri
- Newscaster
- Second level
- Life Coach
- Emotional support
- Third level
- Relationship partner - Brenda level
- Forth level - better would be fifth, Pentagram/Blackwall
- Real AI personality support
- Silverhand and Delamain level
- Knight Rider - Nomad association
- Hive AI with connection with every car
- Car contains processing power to simulated the AI
- Knight Rider - Nomad association
- Silverhand and Delamain level
- Real AI personality support
Framework
Bigger Framework required,
It starts with:
- Dynamic news
- Repetitive mission generation
- Asset or environment dynamically adapt and prepared for missions
- NPC relative environmental dynamic elucidation
Aspect, News:
To implement an interesting news feed, we need different layers of time progression, other word, cycle time progressions.
- Long
- Medium
- Short
E.g. stock market news, I/one can generate a bunch of waste information with less importance by just having different degrees of down and ups in differently in intensity.
I can combine.
- length, time (hour, day, week, month)
- with intensity (abnormal worse, very weak, weak, medium,strong, very strong, abnormal good)
- Chance
- of abnormal, is lower as medium, medium has highest chance
- of longer is lower a short
Requires:
- Framework to allow interconnections of events aspects combinations of time and intensity to underlay or generate a voice and text model to express this variations.
- Framework for dynamical text generation and its voice expression.
This is a general approach to manage individual behavior. The question is: How to substituted mass behavior with a global or regional information or news system to save individual calculation resources. This could be expressed with one variable that gets basically in correlation of the global/regional layer affected or altered to define NPC mood and walking speed and art or general expression differences between NPCs.
... can do it if requested.
Medium
... can do it if requested.
Short
... can do it if requested.
Aspect, repetitive mission generation:
To reduce the receptivity, it is required to define an environmental hub of insides and outside or interest group.
Fixers are a second layer of this, and frequencially affected by the first layer and offer there jobs.
Requirements:
Simplified gang struggle and territory gains interweaved into environment.
How to do, just like Star Citizen, you only need a representative amount of real world places for a player, as more simulated ones.
Aspect, Asset or environment dynamically adapt and prepared for missions:
Provides of potential generate able entities in buildings for simulation of variation and gang fight or would progression in gang territory lose and gain.
Rooms or Flats are situational generated and mostly random on the places of generation, if not building standardized. As already implemented, wall breakthroughs could allow dynamics.
NPC relative environmental dynamic elucidation
Gangs or fractions need headquarters, mostly unchanged and fix, in which relative statically endeavours can take place.
A dynamic place can only, with low resources, be in a limited frame simulated.
How to allow a NPC different emotional and local places to stay in which a time progression and dynamic "infinity" world can be created, without feeling of an game end.
Basically it is like the people on the street, reason to be somewhere and needs
- toilets
- food/water
- sleep
- social
- sex
- relationship
- family
- recreation
- interests
- Training
Main questions, why do I need this stuff for some gang boss and members if I visit them out of a stupid coincidence!?
This would be needed for real world relationships and flat behavior of girl and boyfriends or friends behavior. To make this interesting, I need a personality framework which again, can be used as fast tool to recreated reasons for behaviors and interaction in the world, lesser production time.
Personality Framework
... can do it if requested.
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