Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Friday, December 30, 2016

Procedural Feyfolk Generation and Their Study

In the next version of Anamnesis we'll have procedurally generated feyfolk meddling with the affairs of humans.

I haven't been so excited about a new feature since outcast mode. The system has now been developed enough for me to be comfortable giving away the details, so I'll start breaking the whole system up in several posts over the following days because it's kind of complex.

For starters, you'll get a new information screen over the one of your settlement showing all available information about the 6 kinds of feyfolk that will be randomly generated for each cycle. At the beginning of each cycle, said information would be none at all, except under certain especial circumstances to be described in a future post.

The feyfolk will act as a counterweight to human lobbies and politics, manifesting themselves more often in colonies with low societal development and thus filling the gap of inactive lobbies in low population colonies, especially after the collapse of society. Their manifestations will also be explained in a future post.

The player will have a number of tools to study these feyfolk, the one that doesn't involve direct contact will involve any information-gathering territory event. This will range from reading in libraries, which will be some of the most effective ways and might even work with high societal development value, to simply chatting with people, which might become a reliable source if societal development is low enough and feyfolk are regularly manifesting themselves. Of course, insane individuals will also tend to be a better source of feyfolk information than boring normal people.

Each feyfolk will have 15 displayable variables for you to study that will radically affect their behaviour and make them either benefitial or detrimental to you and/or the colony. Out of those, 12 are significantly important information you should really know before contacting them and exposing yourself and perhaps the entire colony to a great danger, but of course the more details you learn, the less likely you are to learn new information.


So in other words, in the next version of Anamnesis we'll be putting that lovely little lovecraftian touch to it and having fun meddling with unspeakable forces beyond our understanding.
 

No comments:

Post a Comment