[DGD] Forensics and dead actions

Par Winzell zell at skotos.net
Sat Sep 22 17:07:44 CEST 2007


I think this sort of thing would only work if very deliberately limited. 
Forensic actions should be explicitly registered by the object and should 
probably be either of the "one shot" variety (this door has been forced open) 
or, if it has state, implement some system (fifo or half life perhaps) to make 
sure the vast hordes of people trudging through don't fill up storage.

You'd probably want to keep separate state in the player that remembers 
forensics you've uncovered. The UI would feel a lot nicer if it didn't have to 
"rediscover" things you already knew.

Zell

Noah Gibbs wrote:
>   I've thought the same thing.  You'll need to figure out what former actions
> are detectable when.  And you'll need to figure out how many to keep around. 
> If every object remembers everything that happened to it since the beginning of
> time, you'll find that each room, when "detectived" at, will show hundreds or
> thousands of entrances and exits, objects being picked up and put down, and so
> on.
> 
>   So the difficult part of the system would be determining what actions are
> "interesting" in the sense of leaving useful traces.
> 
>   Also, if you have lots of NPCs that move around and do much of anything,
> you'll very quickly have many thousands of old actions stored, or they'll erase
> a lot of traces of PC actions, or both.  So you may need to take that into
> account, too.
> 
>   But yes, there are some very interesting possibilities there, if you're
> willing to do a lot of support work.
> 
> --- Shentino <shentino at gmail.com> wrote:
> 
>> I was just thinking of having actions in progress be actual objects,
>> and then letting them hang aorund for those folks with forensics
>> skills...sorta like a crime scene.
>>
>> Can anyone think of any "gotchas" I haven't thought of?
>>
>> Just seems like a straightforward way to make history.
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> 
> 
> 
> 
> 
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