As a player I want significant events and items to befall me. I want these to start feeling very random but with enough finesse should inevitably feel thematically unavoidable and intertwined with the unfolding story.
(gonna need some algo-tuning...)
References
Question:
If we utilize "Omens" it feels like they should bear more significance and therefore be weighted as they are used in the end-game-algorithm.
If we do not utilize "Omens" I suggest that we should make ALL other Aspects symbolic and carry meaning and gravity to the unfolding story/influence to the end-game-algorithm
Describe the Proposed Solution
Read from the aspect-cache to influence what Omens appear in a game session.
Write to the aspect-cache upon determination of what Omen comes into play.
(Should leverage services and exist itself inside the engine class) (ONLY IF THIS ALGO ENDS UP EXISTING)
Describe the Problem
As a player I want significant events and items to befall me. I want these to start feeling very random but with enough finesse should inevitably feel thematically unavoidable and intertwined with the unfolding story.
(gonna need some algo-tuning...)
References
Question:
end-game-algorithm
.end-game-algorithm
Describe the Proposed Solution
Read from the
aspect-cache
to influence what Omens appear in a game session.Write to the
aspect-cache
upon determination of what Omen comes into play.(Should leverage services and exist itself inside the
engine
class) (ONLY IF THIS ALGO ENDS UP EXISTING)