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Ruins under a night sky

Those Who Came Before

What is TWCB About?

A narrative game about understanding vanished cultures by interpreting procedurally generated artefacts.

What is TWCB Really About?

It's about how we talk about other people, and the self-imposed limits we create through our assumptions.

Inspiration

  • Mali & its amazing history
  • All the knowledge lost when Mayan books were burned
  • The Bronze Age Collapse
  • The Basque language's lost relatives

Development

What's the Latest Feature?

A basic artefact generator & web UI. It currently generates lists of 5 unique artefacts, each comprising a type of object (axe, urn, etc) and a material it's made from (wood, bone, etc).

Progress Chart

# Theme Current Status Next Feature Branch Waiting On
1 Interface Basic generator - main #2
2 Artefact Generation item-material pairs item traits main #4, #5
3 Devlog README.md generated site main -
4 Artefact Generation - Dynamic blueprints via JavaScript itemAnatomy -
5 Artefact Generation - Dynamic blueprints via RiTa itemGrammar -

Which Branches are Being Worked On?

Right now I'm knee deep in the itemAnatomy & itemGrammar branches

What's the Current Focus?

I'm working on a template object for artefacts that will allow dynamic generation of artefacts with variable (but reasonable) constructions. Say the game generates a sword. It...

  • Has to have a blade, or it isn't a sword
  • Has to have a handle
  • Doesn't have to have a crossguard, but if it does then...
    • it has to be between the handle and the blade
  • Doesn't have to have a pommel, but it it does then...
    • it has to be at the end of the handle
  • Probably doesn't have a belt loop on it, but if it does, then...
    • it could be attached to pommel.
      • which it might not have.
    • it could be threaded through a hole drilled through the handle
      • but only if there isn't a pommel
        • but there shouldn't be a hole there is there isn't a belt loop
You can see the ~~convoluted bullshit~~ depth of thought involved by expanding this section.

Artefact Generation Flowchart

graph TD
type["`**Type**
	What is this object?
	*Sword*
	*Vase*
	*Brooch*
`"]

type ---> chance
type ---> loc1
type ---> loc2
type ---> orientation
type ---> position

chance["`**Likelihood**
	% chance part exists
`"]

chance -.-> part1
chance -.-> part2

position["`**Position**
	Position when in use
	*Held*
	*Free*
	*Worn*
`"]

orientation["`**Orientation**
	Directionality of object
	*Near -> Far*
	*Bottom -> Top*
	*Back -> Front*
`"]

position & orientation ---> loc1 & loc2

loc1["`**Slot**
	Potential part
	*Grip*
	*Base*
	*Pin*
`"]
loc2["`**Slot**
	Potential part
	*Blade*
	*Mouth*
	*Frontpiece*
`"]

loc1 -..-> part1
loc2 -..-> part2

part1["`**Part**
	If generated
`"]


part2["`**Part**
	If generated
`"]

part1 ---> material1
part2 ---> material2

material1["`**Material**
	What it's made from
	*Bone*
	*Clay*
	*Tin*
`"]
material2["`**Material**
	What it's made from
	*Obsidian*
	*Clay*
	*Jade*
`"]

The system also needs to scale to further complexity well, because after item generation is nailed down I'll need to make sure that a culture can generate multiple items that feel coherent. Here's some initial ideas for that...

  • if a sword lacks a crossguard, further swords from that culture should have a reduced chance of generating crossguards
  • the use of a material can...
    • increase the likelihood of that material being used by that culture ("we use Obsidian")
    • significantly increase the likelihood of that material being used by that culture in similar contexts ("we make blades out of obsidian")

More abstracted inferences can be drawn from emergent patterns:

  • Patterns
    • Ornamental items
      • 3 have been generated
      • jade was present in 2 of them
    • Utility items
      • 2 have been generated
      • jade was present in neither of them
  • Inferences
    • Jade is a decorative material

Other Info

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GNU 3.0 License

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Try to understand a vanished culture by interpreting procedurally generated artefacts

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