The game that developped this system the most is dwarf fortress, and by far... This kind of game is very hard to design but if it works, then it offers very unique stories to each player and can become a very pleasant experience in a gamer's life.
@ViciousLegacyGameAUS2 ай бұрын
Dwarf Fortress is the goat
@jacksonwaschura35492 ай бұрын
Wow, what an awesome system. I'm so excited to see this in action. I've always wanted an action RPG with this kind of procedural lore.
@ViciousLegacyGameAUS2 ай бұрын
Me too! haha. Mainly I want to make it so I can play it 🤣
@crispybacon99172 ай бұрын
@@ViciousLegacyGameAUS that's the correct reason to make a game. And you've inspired me to get back on with the game I started coding a while ago. Can't wait for the demo of vicious legacy though.
@ViciousLegacyGameAUS2 ай бұрын
@@crispybacon9917 awesome! Hope I see your game out there someday 😀
@DejayClayton2 ай бұрын
Have you ever tried Dwarf Fortress? It has procedural generation that’s like 10,000 times more detailed than this approach.
@jacksonwaschura35492 ай бұрын
I've watched a couple DF playthroughs but haven't played myself. Seems like an awesome game, but I've never really been a huge fan of settlement management sims. Really looking forward to the ARPG aspect of this project.
@AlanW2 ай бұрын
Archavist sounds super cool. It's a history simulator and I can see it getting completely and gloriously out of hand.
@noiz90612 ай бұрын
i am so glad to see you were just taking your time, and NOT abandoning this beautiful project. Keep up the gr8 work
@ViciousLegacyGameAUS2 ай бұрын
Thank you! :)
@muntedninja2 ай бұрын
I love watching your concept getting exponentially more intricate with each devlog.
@thegamerforge35442 ай бұрын
Can't wait! It's been so long but the legend is returning!!
@captcommando42952 ай бұрын
This is by far the coolest project I've seen, I really hope that this makes it to a full game. Keep up the great work!!
@ViciousLegacyGameAUS2 ай бұрын
Thanks so much! :)
@aleafmusic1681Ай бұрын
Awesome concept, can't wait to see how it turns out!
@joshcourtley81302 ай бұрын
The most obvious version of this, though not the same, is the system in the Middle Earth series of games. Another game to look at would be Wildermyth which does a simplified version of this for stories and 'legacies'. LOVE the idea and justification and honestly can't wait to see how it evolves!
@ViciousLegacyGameAUS2 ай бұрын
Wildermyth is an absolute gem. I got so addicted to that game when I discovered it. Also if you're referring to the nemesis system in shadow of Mordor / war, then yes that's one of my favorite procedural systems for sure
@ScribbyNerd2 ай бұрын
I really look forward to seeing how this system develops!
@btimbyindy2 ай бұрын
Just to back you up. I need to switch projects every week or so to stay interested. Luckily I work on a very large system with multiple services using different languages etc. and can jump around easily.
@felfar1972 ай бұрын
beautiful video and beautiful game! very ambitious idea, but I believe you got it!!
@onlysmiles49492 ай бұрын
Archivist is so cool, like a whole pet project in itself
@ViciousLegacyGameAUS2 ай бұрын
@@onlysmiles4949 thanks!
@aaronmartinez36592 ай бұрын
i literally thought about your game yesterday, epic timing
@BadKommentator2 ай бұрын
The lore generator feels like that of Dwarf Fortress and I love it!
@Joris-l5r2 ай бұрын
Wow, he is back! So cool, i have been waiting for months 😂 Keep going!
@JustAPersonalUseBarb2 ай бұрын
I recommend distancing yourself from treating each entity as an object with those scriptable objects. Instead, have a single place where stats are stored (strength, charisma, etc) and a list of events that the entity partook in that modify these stats. Basically, you have an entity with a base stat component and add event components that tweak those base stats. Entity got it's leg cut off? Add the left leg cut off component which adds the one legged flag and removes 5 agility from the entity. These flags are things that trigger events or modifiers. An entity with the dwarf tag walks up to an entity with the blacksmith flag so the dwarf perceives them with increases charisma and then the dwarf gains the "entity a fan" flag which will prompt them to spread the blacksmith's fame around. With basic entities, event components, and modifier flags a more complex system emerges. From my personal experience, this is a much easier way to approach this problem. It's easier to scale and let's you picture the data a bit easier. It's also not even that different than what you're creating right now. Ps. If you're thinking of simulating each entities movements on the map then I'd advise you to rethink that decision. Instead, assigning them to general areas that they can move between and influence is a much more simple and robust way to simulate realistic entities
@simulacrumgames2 ай бұрын
I'm also working on a system like this in the background, of course my approach is different to yours. You might want to look into graph replacement theory. Unexplored 1 and 2 are amazing examples of how to apply this to procedurally generating everything. Of course, it can also be used to help derive content that is 'self-similar' (or as I like to think 'self-consistent') as well. Good luck!
@kaewierdoni46402 ай бұрын
Love to see more from you how ever long it takes, I was just thinking of your game yesterday at work
@erinkarp2 ай бұрын
ARCHIVIST is a great acronym and a very exciting system
@ViciousLegacyGameAUS2 ай бұрын
❤️
@erinkarp2 ай бұрын
It's always a treat to see a new devlog of this!
@clarillal2 ай бұрын
Happy you are back. Don't stress about Posting regularly 😊
@GogoroAnime2 ай бұрын
I have waited so long for this
@ElJayEm062 ай бұрын
Such an interesting project. I love to see how you’re iterating on ideas and thinking about the systems. Look forward to the next update.
@JakeDevYT2 ай бұрын
Wow this devlog was worth the wait for sure :)
@ViciousLegacyGameAUS2 ай бұрын
Thanks for waiting!
@benharvey65342 ай бұрын
this is incredible
@ViciousLegacyGameAUS2 ай бұрын
@@benharvey6534 ❤️
@vonnegutfrey87142 ай бұрын
Very cool system. I absolutely love it when games simulate entities, and history out side of the players so I'm really excited to see this all come together.
@IcatIcatI2 ай бұрын
Wow, this looks amazing! Can’t wait to see how the game develops.
@alistaircross99212 ай бұрын
this seems amazing and incredibly difficult. im here for it in a big way. see you in 6-12 months!!!
@elijah-jones-inbox2 ай бұрын
Wow, sounds like a lot of work. Good job.
@dimitrismolias98342 ай бұрын
I am really interested in all the possible events that may appear from a system like that. That's a great idea keep it up ! :D
@draco18s2 ай бұрын
I swear I posted this before, but I cant' find it now. I really hope you make this system available to everyone, as this kind of thing is just so powerful. I tried to do it once myself and it ended up rather terrible.
@Poniksei2 ай бұрын
Oooh. A new devlog! I actually just checked your page the other day to see if i missed one!
@ViciousLegacyGameAUS2 ай бұрын
Yes I'm back! :)
@carterwalsh38252 ай бұрын
welcome back
@loipesmas2 ай бұрын
Sometimes the best thing we can do for our project is to take a step back
@cmdrblahdee2 ай бұрын
Would be interesting if the more widespread the "rumors" and things tied to a monster are, the tougher it was. That would make a kind of sense as it had faced multiple opponents who are also probably well known and defeated them... every joe on the street has heard that story and worries about it. On another note; this game combined with "Where Beasts Were Born" sounds like the ultimate idea of this type of game; a world that changes every time you play, has a deep history, and adjusts itself to challenge you.
@ViciousLegacyGameAUS2 ай бұрын
Hey! Your comment reminded me that I completely forgot to talk about some of the unique modifiers that entities can accumulate, Fame and Knowledge being two of them. So, exactly as you describe, higher fame (or indeed infamy) increases the likelihood that people far away would know about a certain entity, and knowledge determines how much they would know about that entity, so a farmer might have heard the name of a far away king, but a scholar could tell you their story etc.
@moxiwolf2 ай бұрын
Divine Above this is SO cool
@whaleoildgames2 ай бұрын
really cool system! stoked to see its progression
@JasonStorey2 ай бұрын
Look interesting! I'm looking forward to seeing how it comes along. It's always interesting seeing how different people tackle problems and design. It had me thinking about how I might approach that problem. given the scope of the problem and the potential difficulties with debugging my first instinct is a lightweight dsl with a syntaxtree for the history and maybe a directed graph for resolving the relationships between entities. There is no real right answer for a system like this, its all tradeoffs of one kind or another, I'm looking forward to seeing how it progresses!
@luciusartoriusdante2 ай бұрын
God, I love these videos.
@ViciousLegacyGameAUS2 ай бұрын
@@luciusartoriusdante thank you!
@flaredesel34252 ай бұрын
I really enjoy where this is going. I hope this is a given but I think this system would be great if certain events are rarer. If every farmer who loses their family becomes a monster hunter, eventually it wouldn’t feel very special. The flavor of a lot of these reputations and stories is that the player can assign them to specific (or a small group of) characters. Rarity will make the really special characters shine, but normal NPCs should also be just interesting enough to be remembered
@ViciousLegacyGameAUS2 ай бұрын
100% agree
@RancorousGames2 ай бұрын
Wish I had your voice, very relaxing, it makes me want to practice my speaking for my own devlogs! :) anyway you're doing exactly what an indie needs to do for succes in terms of interesting game design! I wish you persistence in the implementation! Sail Safe!
@ViciousLegacyGameAUS2 ай бұрын
Thanks very much! I always disliked the sound of my voice, just goes to show we are probably always a bit too critical of ourselves. I'm sure you have a great voice!
@sparklingwater9252 ай бұрын
Wooo he's back!
@lennysmileyface2 ай бұрын
I am making a RPG. Wanting to simulate thousands of NPCs but I probably won't generate the NPCs during gameplay, more as a way to start the game off with history and characters without having to do so manually. This gives me ideas.
@everettgray64332 ай бұрын
Neural Networks would be ripe for this sort of thing, especially for creating unique scenarios and complex interrelatedness.
@joakimrosendahl80142 ай бұрын
This should super amazing!! Daunting, but glorious! 🤩
@Loim42 ай бұрын
This could be very revolutionary in the video game industry! Great job my friend! 🎉
@LordCylarne2 ай бұрын
About deciding whether or not to post other games to this channel or that channel, take recommendations from both the comments section AND your analytics. You could experiment uploading here and seeing how that performs by numbers and graphics. If you do ignore analytics, then anyone of us could have the opinion of "do skyrim lets plays lol" on your channel. Up to you man.
@ViciousLegacyGameAUS2 ай бұрын
Yeah this is good advice for sure
@LordCylarne2 ай бұрын
@@ViciousLegacyGameAUS On a side note, holy crap a rather large game developer I watch replied to my comment. Awesome! Hey thanks for making my day man, cheers.
@ViciousLegacyGameAUS2 ай бұрын
@@LordCylarne No, thank *you* for the support 🙂
@LetsSmiley2 ай бұрын
I love it. I must admit, I already got excited to see a lot more since the end of year update. But then I realised I'd rather see you work on the project at your own pace and have fun with it. I think especially in indie games you can feel when a game was created with passion. And if you some time in the future need help with the music aspect of the game, I'd be glad to help :D.
@ViciousLegacyGameAUS2 ай бұрын
@@LetsSmiley cheers, i appreciate it :)
@zizozen87972 ай бұрын
How many years to play this game, wake me up in 2030 (it's look awesome)
@ViciousLegacyGameAUS2 ай бұрын
🙏🙏🙏🙏
@sirpanda49082 ай бұрын
Glad to hear from you again
@code4broke2 ай бұрын
This system at a high level sounds so much like what I've been doing that I might just steal your acronym
@ViciousLegacyGameAUS2 ай бұрын
💀
@PengWinDood2 ай бұрын
The thing with dropping project for a significant amount of time for me is that I often found myself without direction where to head next or worse that I kinda forgot how to do some stuff.
@ViciousLegacyGameAUS2 ай бұрын
@@PengWinDood this is true! I was definitely a bit rusty when I opened unity again
@GuildOfCalamity2 ай бұрын
Love the concept of A.R.C.H.I.V.I.S.T. but hopefully you can make it tangible and fluid in-game.
@Arrow-Odd2 ай бұрын
Another interesting way games use lore is in manuels, ala the Zomnibus in plants vs zombies. I was playing around with the idea, and i think it might suit your game, of integrating this monster archival system into the levelling, or core gameplay loop: field research/recon, document peoples stories, use to make an entry in the book, defeat said monster to add material evidence, publish findings and go up a level/make money, idk. Might be just for one class, inspired by the early biologists that adventured to places like the Galapagos
@ViciousLegacyGameAUS2 ай бұрын
Oh absolutely! The Player will discover lore and store it in an encyclopedia/ bestiary
@Arrow-Odd2 ай бұрын
@@ViciousLegacyGameAUS Nice. I always liked Bestiaries, and in your game, it could be integral to defeating higher level monsters
@ViciousLegacyGameAUS2 ай бұрын
Yeah definitely, I want to reinforce players needing to do their homework to survive
@yarrichar2 ай бұрын
It could be neat if, when you die and start again, your old character was part of the lore and memories of the NPCs.
@ViciousLegacyGameAUS2 ай бұрын
@@yarrichar yep that's the plan. That's what I meant when I say the player is also an entity and effects other entities after they die etc
@niuage2 ай бұрын
Tiny detail, if I were you, I would rename `ReputationTypes` to `ReputationType`. I think it's confusing to have enums be plural because they're meant to represent a single value (shown by the fact that the var name is reputationType). Very ambitious, but will be great if you manage to get it done!
@ViciousLegacyGameAUS2 ай бұрын
@@niuage this is a great point! I'm a bit rusty with my programming naming conventions. They are honestly all over the place haha
@happerozzi89052 ай бұрын
more devlog wohow
@risiz2 ай бұрын
this reminds me of that one anime where the mcs fight thor and it turns out to be a generated event rather than being a hard coded one. perhaps it was sword art online or sth.
@vincentsalcido96052 ай бұрын
Return of the King
@natecraver63622 ай бұрын
That is an awesome acronym
@clonkex2 ай бұрын
"authorised by the Australian government" lmao as a fellow Australian I approve
@ViciousLegacyGameAUS2 ай бұрын
Just for you m8 ;)
@thebass45112 ай бұрын
My one request please add delightful little gnome people
@ViciousLegacyGameAUS2 ай бұрын
@@thebass4511 you know what? I think I might just do that
@thebass45112 ай бұрын
LETS FUCKING GO DELIGHTFUL LITTLE GNOME PEOPLE CONFIRMED!!!!
@ViciousLegacyGameAUS2 ай бұрын
@@thebass4511 😂
@dogemaster96762 ай бұрын
my one request is the gekken please add the gekken
@Dom-zy1qy2 ай бұрын
I have been highly fascinated by projects like Dwarf Fortess and especially Caves of Qud. But I think the PCG Lore type stuff is going to be greatly benefited by language models. I think the traditional approach used by those previous games is becoming dated. I would personally design a PCG system to be very extensible knowing this. Especially with open-weights models like LLama actually being pretty great. But i am ignorant to how these systems work (PCG). I can imagine there are certain areas where integrating language models would require a reconceptualization of the entire system.
@gameworkerty2 ай бұрын
Going to have to watch out on this one so the scope creep goblin doesn't get you. This is the white whale of many famous failed game projects, including ones by Chris Crawford and other legendary devs.
@ViciousLegacyGameAUS2 ай бұрын
But I love goblins 😭
@zacwsh2 ай бұрын
Let's GOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
@aproudresidentofinnsmouth91052 ай бұрын
the way this is shaping up looks like an absolute dream, the perfect mix of the expansive random generation of dwarf fortress and the casual playability of modern RPGs. i can't wait to play it. does anyone have any recommendations for similar existing games to play while we wait for this one? I've heard good things about wildermyth but I'm on the fence about it, turn based games aren't really my thing
@ViciousLegacyGameAUS2 ай бұрын
I for one really enjoy wildermyth. I found initially the events to get a bit repetitive, but I think they've added a lot more content since I last played. Turn based stuff isn't my jam either but what they do with character progression is really cool
@btimbyindy2 ай бұрын
You might look at composition instead of inheritance. For your farmer turned monster hunter example, you could drastically change the entity's composition by removing and adding traits (classes in an array, or set of arrays). Also your description sounds a lot like a simulation. You might think about a system that generates random entities and can then step forward or backward by a specified amount. Stepping would allow each entity to make decisions and mutate world state. You could take great leaps forward when starting the game or between games and take tiny steps during the game so that stories progress as the player plays.
@ViciousLegacyGameAUS2 ай бұрын
Interesting, cheers
@alyssotl14702 ай бұрын
What about using a simple AI that can run locally so you can have infinity variations for descriptions, like you say, "tell me to write a description for a farmer who is a secret assasin", which would allow you to do more complex things, you can use a really simple AI for this that won't cost much to run
@alyssotl14702 ай бұрын
And since descriptions technically only have to be generated when the player actually tries to fetch the description (as it's just derived from data you generated), you can just generate it when the player interacts with the entity, and show a little loading symbol, or generate it when the entity is loaded on screen based on some priority system, then it wont take up much compute at all
@ViciousLegacyGameAUS2 ай бұрын
Certainly an interesting idea
@itsafish46002 ай бұрын
lets goooo
@Weckacore2 ай бұрын
inspiring
@lexibyday95042 ай бұрын
Once again something that I said should be a thing and was absolutely attacked for is hugely popular when someone actually does it.
@ViciousLegacyGameAUS2 ай бұрын
☹️
@ClockworkGearhead2 ай бұрын
If this video gets copyright struck, it's the last two seconds.
@ViciousLegacyGameAUS2 ай бұрын
Worth it
@davidvarga29162 ай бұрын
I had the great idea to release my game in early access. But if you think about it. You already have lots of pressure. And now since people already paid. They want updates on regular basis. And what if you can't deliver? Well the customers wont be happy. And you'll have even more pressure and stress. And stress isn't healthy. Never make any promises. You never know what will happen. Keep it fun at your own pace. I try to imagine that I'm playing a sandbox game like Minecraft for example. Where you can go anywhere and build anything. And the coding is like a puzzle game. You already have all the pieces you just need to put them together.
@KotomichiGames2 ай бұрын
Good luck with your journey, just found your channel, why are you using unity? :D
@ViciousLegacyGameAUS2 ай бұрын
Hey thanks, I've used unity all my life and I know it inside out :)
@KotomichiGames2 ай бұрын
@@ViciousLegacyGameAUS sounds fair
@EllieWhisperwind2 ай бұрын
This is a very cool idea and I think I thought about something similar but IDK if it could be done, AI quests. Where an AI creates quests that can't be repeated. I guess the next step from procedural is AI. Like I don't know if the farmer notices it's chickens are missing he gives a quest to maybe find out what is taking them each night. I think the problem will be also making sure that you don't just get quests that are simple but that you also get quests that sort of have a bigger story.
@crispybacon99172 ай бұрын
Quick question, will there be technological development through time. Like you start the game in the heroic bronze age and end off in the high medieval period? edit: And also will there be politics? I don't want to crowd your head with too many ideas though so ignore me if the answer is no.
@ViciousLegacyGameAUS2 ай бұрын
Thanks for the questions! The goal is some form of yes to both. I plan to use archivist to generate countries and factions with relations etc and also I want technology to advance with the cultures
@MDLeide2 ай бұрын
This sounds so complex to design. I'm looking forward to seeing your progress. That inheritance architecture for Entity... a little bit scary. Hope you don't decide to add the notion of Race. You should consider just continuing your composition pattern.
@rechen20232 ай бұрын
Hey this looks awesome! Do you need music for it? I am an audio engineer and composer. Let me know!
@ViciousLegacyGameAUS2 ай бұрын
Hey thanks for commenting! Not currently looking for a composer but down the line I will be for sure
@GonziHere2 ай бұрын
It won't work. I mean, it's kinda easy to do so, but it needs design for everything. You can generate "monster wounded before" as you've described, but it will generate only variants of the same thing ( different monster, different weapon...). So, it will generate glorified fetch quests. Quests are interesting when they are unique little crafted stories (think Witcher 3) And you won't be able to generate that. Not to dissuade you. It's just that you'll still need to design it manually. You'll just add some variability to it. IMO it's not worth the effort as you'll need to build the system, test all of its outputs only to have a slightly different playthrough each time. TLDR: Just think how limited the AAA system in Shadow of Mordor actually is.
@ViciousLegacyGameAUS2 ай бұрын
Whilst I agree that there will still need to be manual design input, especially for quests, I think the world generation can create a lot more variation than you are anticipating. I guess we'll just have to see once it's all up and running
@GonziHere2 ай бұрын
@@ViciousLegacyGameAUS Did you do a paper prototype? Write what the output would be and look at what you'd need to implement it? See the inputs to see what else it could create? Bare bone version takes a few minutes. The outcome CAN be incredibly complex (dwarf fortress), but it needs a lot of CONTENT to get there, IMO. It's actually a problem with all procedural generation. It generally creates variants of the same thing but not something new. The other part is that "[The Event] happened in our [Village name]" types of lines are harder to do in a way, that's actually engaging. Which one do you prefer: "Red dragon was roaring in the sky, as it blackened from the smoke of our burning roofs" or "[the red dragon] [burned] our [village]"? I like procedural stuff, I really do, I did a lot of it and plan to do more. I just implore you to do a honest paper prototype first and judge by yourself what it can and cannot do for you, and how it will actually scale with each event. I'm looking forward to the future devlogs in both cases.
@myrech2 ай бұрын
how very slay of you
@DejayClayton2 ай бұрын
I want to wish you luck, because it seems like you’re in a difficult position - you’ve become completely bored by your original vision, and now you’re hoping that this new, shiny concept will allow you to nurse your original game back from the dead. I haven’t seen this scenario work out too well in the past, so I’ll definitely be watching to learn how you move past your obstacles.
@ViciousLegacyGameAUS2 ай бұрын
This was definitely always part of the original vision, it's just that now I've figured out the system more, I actually talk about this in devlog #0 :)
@DejayClayton2 ай бұрын
@@ViciousLegacyGameAUS ah, well, cheers!
@trolledyourday13232 ай бұрын
I just saw your EntityData and from a clean code perspective it does not make sense to use the word entity inside the class. (because its clear from the scope already) So entityName and entityAge should actually only be called name and age, since it is already data of an entity. myEntity.name and not myEntity.entityName. Further comments should be avoided and actually they are obsolete here. entityName // the name of the entity entityAge // the age of the entity (or how you phrased it inconsistent: how old the entity is) startingFameLevel // the starting level of fame for the entity These comments are not helping at all and only polluting your code (further it is very likely that you forget to change the comment if the implementation changes). The variables already describe what is going on, why comment it again, with the same words? Happy coding! 🙂 PS: Same for your other classes
@ViciousLegacyGameAUS2 ай бұрын
Hey thanks for the feedback! I agree in general my naming conventions are all over the place so I appreciate that, and makes perfect sense. For the commenting, generally I will try to really over comment the sections I show in a video (or at least the parts I talk about) for people who maybe aren't familiar with programming at all and have no idea what's written aside from the comments, but I agree outside of that most are obsolete
@kassxcii2 ай бұрын
R.Y.A.N. rule 34
@kassxcii2 ай бұрын
Wait fuck this isn't Google
@ViciousLegacyGameAUS2 ай бұрын
Absolutely blursed
@xrather77352 ай бұрын
WHY THE HELL DOES IT SAY ROGUE*LITE* THIS IS A ROGUE*LIKE* MY DUDE
@bam_bino__2 ай бұрын
a rougelike means the entire game resets on death... a rougelite keeps meta progression, even if you die, which is what this game does, it carries on even if you die.
@ViciousLegacyGameAUS2 ай бұрын
It's a whole thing, I have a comment somewhere on another video because someone was angry because they thought I said roguelike but I didn't haha
@Hoptronics2 ай бұрын
I think its hilarious and a bit ironic that yeah, projects come and go and wax and wane. I'm 53yrs old. My hobbies haven't changed since I was a 10yr old.. just my time and devotion ro them. It's tiresome to explain that to the women that when I put sonething down and don't pick it up again for 5yrs or so im not a quitter.. lol .