Adding Grit to the equation…
It’s not that I didn’t think there were enough personality traits to work with already. I mean, there’s sixteen of them! However, the traits did not seem to adequately cover characters that can simply hang in there while going through hell, despite what you’d think of their personalities otherwise. It’s the same in the real world as well as in Hollywood: Some people are more easily discouraged than others to keep on keeping on. You can hear of people getting stuck in mountain passes for weeks on end, who hung on to a thin thread of life just long enough to be rescued, and those who unfortunately did not make it. Some of that is due to a trait that is partly genetic, and partly imparted through childhood. And that trait is Grit.
In the previous blog, I discussed the progress I had made with Interrogative 3, and realized that up to now, I had not discussed something that is core to how NPCs communicate with players (or, eventually, each other): Knowledge Levels. It’s important to understand what this is to see that Interrogative is not just some run-of-the-mill dialog tree implementation, and a lot deeper than just a collection of semantic data that can be used to sling facts at players.
Whew! Just closed out the 0.8 milestone for Interrogative 3 this weekend, and I only had one task carry over into the next milestone. There’s a really good reason for that happening, too, but first, a few tidbits on what got added during this milestone, since the last week or two have been quiet…