A list of personality traits devised to control NPC decision-making in The Amaranth Saga
Maps, English text generation, and objective/subjective knowledge. 9 months of The Amaranth Saga development.
Proto-games form and spasm in the womb of development, and a grand naming ceremony takes place.
Mrs Thropworth is sitting in the library. I say, says Ms Thropworth, I had an ordinary time by the seaside last night. The End.
In which we look at procedural historic records, Dwarf Fortress, and the regnal years of ancient history.
A handwritten procedural-style story of the early kings of Cere.
In which an early mockup of The Amaranth Saga is published, the design progresses, and there is much rejoicing.
In which we see how simulating medieval logistics helps us create procedural stories. We also learn how an approach to optimal army supply is impractical for our simulated medieval world.
This month we're back into design work for The Amaranth Saga. Specifically, solving the problem of how the game's characters keep themselves, their armies and their families supplied with food and equipment.
In The Amaranth Saga, each individual soldier must be given rations. The rations must be *physically* carried, by couriers, to the army. The generals must actually *tell* the couriers to deliver food, and make sure it arrives when needed. And so on and so on. How do we simulate this?