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London Map

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 The base interface of the program uses an image of the London Map below.

Memories

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Memories have been included as a core mechanic so that each character can respond to questions about themselves and other characters they know about. This is where a lot a computer memory is required. the intent is to have more detailed short-term memories and to summarise and filter older memories. This will better manage the computer memory and more accurately reflect character memories.

Character Interaction

Characters interact when they are present at the same location. These can take the form of a social, work or transactional interaction. Each interaction affects each characters impression of another character on a scale that can drive a relationship on a scale from love to hate. The response of characters to another character is driven by their respective cultures, values, interests etc. This ensures a logical relationship is built based on behaviours of each character. For example, in a social environment, a character may pick an area of interest as the subject of the interaction. If this subject is also of interest to the other character then the relationship will improve.  At some point the heat in a relationship will drive a plan that impacts the other character. This plan can be anything from setting up a dinner date to murder.

Actions

 Actions are the specific things that are performed in each 15 minute period. Actions are tied to the higher level Plan. 

Plans

The heart of the simulation is driven by plans. Each character has a base plan called Reside. This plan controls a character when in their residence. At a minimum, a character will sleep and wake. The next most common plan is a Work plan. A work plan overrides a reside plan and will involve travel to the work business, working at the busines and return home. Another common plan is a Socialise plan. This plan guides a character to visit businesses that they have a social connection or membership with, for example, a Pub or Club.

Goals

Each character will have one or more long term goals they want to achieve. These goals will relate to the values, culture and social class of the character. Goals generally exist for a long period of time.

Occupations

 A wide range of typical Victorian occupations are included. Each character has an occupation and each business has associated occupations.  Occupations cover the range of professional, trade, skilled and unskilled. There are also occupations covering burglars, thieves, toshers and prostitutes.

Properties

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Properties are generated at each location. Each character resides in a property at a location. This means that there are often multiple properties at a single location. Each business also has it's own property. A character will exist at either a location alone, a vehicle at a location or a property at a location. Properties are simply containers of characters and items.

Travel

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Characters travel across the London Map to go to work, make social engagements, and do transactions at businesses. Travel can be via walking, bicycle, cab, carriage, train or ship depending on the character's social class and travel purpose. Travel is done in 15 minute periods which means that some locations may take several time segments to reach. For example, travelling from location 46 Sw to 6 SW by walking in the map section below is likely to involve an interim location, 71.

Items

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 A data file containing a list of items has been created. The item types include:

Businesses

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The London Directory contains lists of businesses in the back. I have put these in a data file. Some characters have preset links to a named business.

Characters

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I have digitsed the Directory into a data file that includes all the characters listed (over 1,500!) including their location and occupation and business where known. Most characters have a location but no identified occupation or business. This was a complex task as the pdf conversion was very messy.

Procedural Generation Framework

The procedural generation framework defines the process of simulation. This can be summarised as follows: