diff --git a/docs/src/highlevel-design/highleveldesignindex.md b/docs/src/highlevel-design/highleveldesignindex.md index b6fe368a..d560a834 100644 --- a/docs/src/highlevel-design/highleveldesignindex.md +++ b/docs/src/highlevel-design/highleveldesignindex.md @@ -5,6 +5,7 @@ Discussion of, at a high game-design level, how everything should work and conne [TOC] - @subpage topleveldesign - @subpage biomesindex +- @subpage themes - @subpage macroWorldPartitioning - @subpage terraingenerationideas - @subpage streamintegrationideas diff --git a/docs/src/highlevel-design/themes/themes.md b/docs/src/highlevel-design/themes/themes.md new file mode 100644 index 00000000..aa406dbd --- /dev/null +++ b/docs/src/highlevel-design/themes/themes.md @@ -0,0 +1,15 @@ +@page themes THemes + +Keep track of an array of themes that are leveraged during generation to make results more cohesive. +IE, a theme might be "evil", used in generation to grab associated themes for villians. + +In the villian example, "Fire" might be associated with evil and thusly fire motifs are used when deciding the armor to clad the villian in. +Another example might be "Warfare" being associated with evil and the villian thusly being generated with a warmonger past. +A third example might be "Anger" being associated with evil and the villian being generated with a personality matrix that is prone to anger. + + + +Another way I would like to leverage this is in narrative design. While there is the generic motiff array, I want to have larger themes that plotlines can generate around. +Have a list of premade "topics" that can bend narrative templates to support them. +IE, a topic might be 'when is violence just'. This is used in a conspiracy template to construct specific examples where players have to make decisions that force them to confront this topic. +