My current idea for my final project is to build a prototype of a text-based life simulator. The main difference from something like The Sims is that this game would be focused not on minutiae of daily life like eating dinner and going to the bathroom but rather on the handful of decisions that we make day-to-day that are actually somewhat significant, such as choosing to study vs. hanging out with friends and so forth. Similarly instead of hunger, bladder, etc. the parameters would probably have more to do with the person’s overall mental state. The version that I would be actually making would be, because of time constraints, much simpler than the actual vision that I have in my head for a final product; in particular there would probably not be a parser, but instead you would just choose one of several options at each stage.
The main problems/questions that I have with this (that I can come up with at the moment; I know there are a few more that I’ve forgotten) are:
1. I have a feeling that this will be considerably more clouded by my own fairly recent experiences than I would like it to be. The eventual resolution of this would be by having others contribute their experiences, adding new extra events, adding a parser for increased flexibility, and in general making the code object-oriented (this first version will probably be simple enough to not warrant object-oriented programming).
2. I’m not sure where to go with this in terms of sources, really, but then I haven’t yet gone very far in that regard so that’s part of the issue.
3. I don’t really know about how this alternate project works exactly. Is there some kind of stage where they allow the class to play our game? If not, how exactly does the game aspect itself work–is the game and its driving focus what’s mainly interesting or is our analysis what’s mainly interesting?
And just to make this easy to identify in the vast swath of posts in the last and subsequent few minutes: