Category: Characters

I almost forgot about AI characters

In my (still-being-written) Sundog novel, the ship itself is sentient. As the novel explains here: Interestingly, the same technology that gave humanity hyperdrive also made artificial intelligence – always close, always elusive – actually possible. It turned out that intelligence of any form was a sub-dimensional quantum effect as well. But – singularity proponents notwithstanding – […]

Modeling characters (pt 2)

(Part 1 is here.) Frasgird will include both true non-player characters (NPCs) as well as characters working for the player (PCs), either under the player’s control or — if multiplayer implementation happens — under control of another cooperating player. I haven’t fleshed out completely what their exact roles will be, but here are some ideas. […]

Lessons from XCOM: Enemy Within

XCOM: Enemy Unknown/Enemy Within has easily been my favorite game of the past 10 years. Unlike a lot of XCOM fans, I don’t play it as a roguelike game (high odds of failure; permadeath of character); as I mentioned in a previous post, I tend to focus on building interesting teams. But there’s a problem: once I’ve […]

What would make Frasgird fun?

After spending time in the last post talking a bit about what Frasgird isn’t, I think it’s important to talk about what makes Frasgird fun, or at least fascinating, and why people would want to play it. The stakes are, of course, survival — not just personal survival, but survival of humanity itself. There is […]

Modeling characters

I have a number of thoughts about how to model characters (individual sapients) in Frasgird; I’ll try to capture some of them here. First, as much as possible, I would like the character ‘model’ (attributes, status, available choices, other info) to be consistent across all races of sapients and across the player, all major non-player […]