Hello, I looked and looked and looked, but I didn't see any suggestions quite like the one I would like to make, but if It is out there do forgive me!
Villager Improvements As Suggested by an old Creatures 3 Lover
Appearance
There are essentially five different kinds of villagers, the farmer, butcher, smith, priest, and the Librarian. Each of these individuals have their own clothing, allowing ups to target specific items we may wish to trade for, but in a large village however we may encounter two or more of each kind. Not only does this make it difficult to trade with specific individuals multiple times due to loosing track of it, but also discourages people from even using this potentially innovative feature all together.
Maybe people have taken a strong likening to villagers over all, and I have even been on a server where the whole of the human party has set up a very organized system for saving any zombie villager they may find. A lot of human players do really love the native minecraftian people, but are distanced by their lack of personality.
My first suggestion then is to add the “armor” level as was given to wolves, who’s collars we can now color with dyes. For the villagers they would not have one, but two “armor” levels that the player could not interact with. The first one could be hems for the robes, the second could be robe accessories like buttons or belts.
If each armor level had ten possible units for the game to choose from then there would be twenty possible ‘items’ given to distinguish the villagers from one another.
At five villagers, times ten hems, times ten accessories that would make for the possibility of having five hundred unique individuals to instantly recognize visually.
Additionally more skin and eye colors could be added, giving them a total of four “armor” levels. Five skin colors, and five eye colors (Or more, depending on if you wanted to follow human skin/eye colors or not) could jack that number up to twelve thousand, five hundred villager variations.
You could sub divide the skin and eyes in to regional variations, like on earth, giving darker colors to the dessert places, and lighter colors to the forests and grass lands.
From there villager “breeding” could become much more interesting and fun to watch happen. (Not like that! Get your mind out of the gutter.) It would be interesting because a simple genetic code could be added so that when two villagers had a little one it would take on some of the characteristics from it’s parents.
This leads me to my next suggestion.
AI: Simple Genetics
Having already talked about “armor” levels for additional villager identification I’d like to take a moment to talk about digital genetics.
Each villager could have a very simple genetic code such as these:
Farmer, Armor 1=3, Armor 2=6, Body 1 =3, Body 2 = 1
Farmer, Armor 1=2, Armor 2=9, Body 1 =5, Body 2 = 3
Butcher, Armor 1=7, Armor 2=1, Body 1 =2, Body 2 = 3
These codes would allow for the breeding system to mix and match depending on what two individuals loved each other enough to mate.
And speaking of silly non logical terms like love personalities could also be added, i believe, using a similar system.
Using integers of personality ranging from one to five, and having three or more personality traits, each of these wonderfully different villagers could exhibit very different actions and interactions with each other and players.
To humans: Friendly . . . . . Hostile:
To Villagers: Friendly . . . . . Hostile
To mobs: Fearful . . . . . Bold
Some professions could lean more heavily one way as opposed to others, like a butcher would be hostile and aggressive normally, while a librarian could be meek and friendly to all.
This would add more to the code, naturally, and it may end up looking like this:
Farmer, Armor 1=3, Armor 2=6, Body 1 =3, Body 2 = 1, Human =3, Villagers = 5, Mobs = 1
Librarian, Armor 1=2, Armor 2=9, Body 1 =5, Body 2 = 3, Human =5, Villagers = 4, Mobs = 1
Butcher, Armor 1=7, Armor 2=1, Body 1 =2, Body 2 = 3, Human =2, Villagers = 3, Mobs = 4
With all of that personality and individuality it would be nice if they could form lasting relationships too. But for that they might need brains.
AI: Simple Brains
This is where my suggestions get a little involved, but bear with me, it’s not going to be as complicated as it may seem. For brains what you would need is a very simple memory system that “rubber banded” remembered information as the villager interacted with it’s environment. These rubber bands would be the “brain cells” each villager had.
Let me explain:
Each time a villager encounters a new player or villager it has never seen before it creates a new ‘brain cell’. This brain cell would be a variable with either three or five integers of ‘memory’ allocated to it. For this instance we will use a small cell, a 'three big’ cell.
Like . . . Dislike
The first time it encountered a new individual it’s brain cell would be set to a middle integer, in this instances, the number two, making it feel neutrally towards who ever it had encountered.
Like . * . Dislike
Or:
L/D = 2
If the villagers interacted favorably, and the experience was pleasant (More on this latter) the level of memory would go up. The bigger the integer recorded, the more the villager likes the other individual. This could work in reverse as well, making the villager hate others.
The personality of a villager, as discussed before, would be a heavy influence on how readily some individuals liked or hated others.
Over time if the villager did not encounter others it’s feelings towards them would return to neutral. If they did not encounter the other for a long period of time the brain cell could be erased, causing them to forget the individual completely.
For a player this could Directly affect trading. If the villager liked you it may offer trades for much longer, and give you better deals too. If it didn’t like you it may offer trades only once, possibly not at all.
Indirectly this could add a much more rich environment to the villages, as players could watch friendships form, and enemies fight in the streets!
But how would villagers form these bonds you ask? What could these robed creatures like?
AI: Simple Bodies
Putting aside the need to eat, or sleep, there are very few things a villager can do. They can trade, but trading with each other does not seem like some thing useful in game as it does not influence the player in any way.
So we turn to some things they already do to and for each other. Golums offer roses, and children play tag. It’s not much, but it’s a start.
Starting with the young those that play together would naturally form bonds that could last in to adult hood. Offering flowers and other goods (Possibly from what they offer to trade) would be seen as gift giving, and help to up the like ability of individuals. Very friendly villagers would offer gifts or invite play more than those who were indifferent or hostile.
Added actions could be hitting each other (But not hurting each other), or like the witch, wagged their noses possibly as a rude gesture. More hostile villagers would do these a lot more than gift giving.
Adults might not play, but gifting and hitting would still stay in their actions list.
Interacting with a human would remain more or less the same, though you could offer gifts, and the better the gift (dirt, no mater how fresh it’s 13 spices and seasonings are, will never be as good as good as gold) the better chances are the villager would like the gift. NOTE: Gifting is not trading.
Also if you save a villager from being a zombie it would love you for the rest of it’s life.
With added actions and interactions could come needs. One more personality trait could be added to them then:
Introvert . . . . . Extrovert
The introverted would want to stay away from every one they did not like or were neutral towards and thus needing “alone time”, while extroverted villagers would buzz all over trying to interact with every one, friendly or not, this needing “everybody time”. (Or, for you pony savvy people “Pinky time”.)
With this last addition to their genetic code they could possibly look like this:
Farmer, Armor 1=3, Armor 2=6, Body 1 =3, Body 2 = 1, Human =3, Villagers = 5, Mobs = 1, Social = 2
Librarian, Armor 1=2, Armor 2=9, Body 1 =5, Body 2 = 3, Human =5, Villagers = 4, Mobs = 1, Social = 5
Butcher, Armor 1=7, Armor 2=1, Body 1 =2, Body 2 = 3, Human =2, Villagers = 3, Mobs = 4, Social = 4
With a small village of 15 villagers, each one an individual in looks and personality, with memories and lives and drama and love and hate, the world would start to really feel alive.
And if any of this was added maybe in the map creation you could have the option to have “Simple villagers” or “Smart villagers”, because adding all of this could bod some systems down. (That’s why they could forget each other. We don’t want them becoming like win95. The temp memory files... *Shudders* Thank goodness we have moved on past that era!)
Do let me know what you think. I’m open to any one else’s ideas!
Also I will be adding art to this to demonstrate my ideas. I just need to draw/render it first. If any one would like to contribute art to this for me I’d love you for ever!
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Villager Improvements As Suggested by an old Creatures 3 Lover
Appearance
There are essentially five different kinds of villagers, the farmer, butcher, smith, priest, and the Librarian. Each of these individuals have their own clothing, allowing ups to target specific items we may wish to trade for, but in a large village however we may encounter two or more of each kind. Not only does this make it difficult to trade with specific individuals multiple times due to loosing track of it, but also discourages people from even using this potentially innovative feature all together.
Maybe people have taken a strong likening to villagers over all, and I have even been on a server where the whole of the human party has set up a very organized system for saving any zombie villager they may find. A lot of human players do really love the native minecraftian people, but are distanced by their lack of personality.
My first suggestion then is to add the “armor” level as was given to wolves, who’s collars we can now color with dyes. For the villagers they would not have one, but two “armor” levels that the player could not interact with. The first one could be hems for the robes, the second could be robe accessories like buttons or belts.
If each armor level had ten possible units for the game to choose from then there would be twenty possible ‘items’ given to distinguish the villagers from one another.
At five villagers, times ten hems, times ten accessories that would make for the possibility of having five hundred unique individuals to instantly recognize visually.
Additionally more skin and eye colors could be added, giving them a total of four “armor” levels. Five skin colors, and five eye colors (Or more, depending on if you wanted to follow human skin/eye colors or not) could jack that number up to twelve thousand, five hundred villager variations.
You could sub divide the skin and eyes in to regional variations, like on earth, giving darker colors to the dessert places, and lighter colors to the forests and grass lands.
From there villager “breeding” could become much more interesting and fun to watch happen. (Not like that! Get your mind out of the gutter.) It would be interesting because a simple genetic code could be added so that when two villagers had a little one it would take on some of the characteristics from it’s parents.
This leads me to my next suggestion.
AI: Simple Genetics
Having already talked about “armor” levels for additional villager identification I’d like to take a moment to talk about digital genetics.
Each villager could have a very simple genetic code such as these:
Farmer, Armor 1=3, Armor 2=6, Body 1 =3, Body 2 = 1
Farmer, Armor 1=2, Armor 2=9, Body 1 =5, Body 2 = 3
Butcher, Armor 1=7, Armor 2=1, Body 1 =2, Body 2 = 3
These codes would allow for the breeding system to mix and match depending on what two individuals loved each other enough to mate.
And speaking of silly non logical terms like love personalities could also be added, i believe, using a similar system.
Using integers of personality ranging from one to five, and having three or more personality traits, each of these wonderfully different villagers could exhibit very different actions and interactions with each other and players.
To humans: Friendly . . . . . Hostile:
To Villagers: Friendly . . . . . Hostile
To mobs: Fearful . . . . . Bold
Some professions could lean more heavily one way as opposed to others, like a butcher would be hostile and aggressive normally, while a librarian could be meek and friendly to all.
This would add more to the code, naturally, and it may end up looking like this:
Farmer, Armor 1=3, Armor 2=6, Body 1 =3, Body 2 = 1, Human =3, Villagers = 5, Mobs = 1
Librarian, Armor 1=2, Armor 2=9, Body 1 =5, Body 2 = 3, Human =5, Villagers = 4, Mobs = 1
Butcher, Armor 1=7, Armor 2=1, Body 1 =2, Body 2 = 3, Human =2, Villagers = 3, Mobs = 4
With all of that personality and individuality it would be nice if they could form lasting relationships too. But for that they might need brains.
AI: Simple Brains
This is where my suggestions get a little involved, but bear with me, it’s not going to be as complicated as it may seem. For brains what you would need is a very simple memory system that “rubber banded” remembered information as the villager interacted with it’s environment. These rubber bands would be the “brain cells” each villager had.
Let me explain:
Each time a villager encounters a new player or villager it has never seen before it creates a new ‘brain cell’. This brain cell would be a variable with either three or five integers of ‘memory’ allocated to it. For this instance we will use a small cell, a 'three big’ cell.
Like . . . Dislike
The first time it encountered a new individual it’s brain cell would be set to a middle integer, in this instances, the number two, making it feel neutrally towards who ever it had encountered.
Like . * . Dislike
Or:
L/D = 2
If the villagers interacted favorably, and the experience was pleasant (More on this latter) the level of memory would go up. The bigger the integer recorded, the more the villager likes the other individual. This could work in reverse as well, making the villager hate others.
The personality of a villager, as discussed before, would be a heavy influence on how readily some individuals liked or hated others.
Over time if the villager did not encounter others it’s feelings towards them would return to neutral. If they did not encounter the other for a long period of time the brain cell could be erased, causing them to forget the individual completely.
For a player this could Directly affect trading. If the villager liked you it may offer trades for much longer, and give you better deals too. If it didn’t like you it may offer trades only once, possibly not at all.
Indirectly this could add a much more rich environment to the villages, as players could watch friendships form, and enemies fight in the streets!
But how would villagers form these bonds you ask? What could these robed creatures like?
AI: Simple Bodies
Putting aside the need to eat, or sleep, there are very few things a villager can do. They can trade, but trading with each other does not seem like some thing useful in game as it does not influence the player in any way.
So we turn to some things they already do to and for each other. Golums offer roses, and children play tag. It’s not much, but it’s a start.
Starting with the young those that play together would naturally form bonds that could last in to adult hood. Offering flowers and other goods (Possibly from what they offer to trade) would be seen as gift giving, and help to up the like ability of individuals. Very friendly villagers would offer gifts or invite play more than those who were indifferent or hostile.
Added actions could be hitting each other (But not hurting each other), or like the witch, wagged their noses possibly as a rude gesture. More hostile villagers would do these a lot more than gift giving.
Adults might not play, but gifting and hitting would still stay in their actions list.
Interacting with a human would remain more or less the same, though you could offer gifts, and the better the gift (dirt, no mater how fresh it’s 13 spices and seasonings are, will never be as good as good as gold) the better chances are the villager would like the gift. NOTE: Gifting is not trading.
Also if you save a villager from being a zombie it would love you for the rest of it’s life.
With added actions and interactions could come needs. One more personality trait could be added to them then:
Introvert . . . . . Extrovert
The introverted would want to stay away from every one they did not like or were neutral towards and thus needing “alone time”, while extroverted villagers would buzz all over trying to interact with every one, friendly or not, this needing “everybody time”. (Or, for you pony savvy people “Pinky time”.)
With this last addition to their genetic code they could possibly look like this:
Farmer, Armor 1=3, Armor 2=6, Body 1 =3, Body 2 = 1, Human =3, Villagers = 5, Mobs = 1, Social = 2
Librarian, Armor 1=2, Armor 2=9, Body 1 =5, Body 2 = 3, Human =5, Villagers = 4, Mobs = 1, Social = 5
Butcher, Armor 1=7, Armor 2=1, Body 1 =2, Body 2 = 3, Human =2, Villagers = 3, Mobs = 4, Social = 4
With a small village of 15 villagers, each one an individual in looks and personality, with memories and lives and drama and love and hate, the world would start to really feel alive.
And if any of this was added maybe in the map creation you could have the option to have “Simple villagers” or “Smart villagers”, because adding all of this could bod some systems down. (That’s why they could forget each other. We don’t want them becoming like win95. The temp memory files... *Shudders* Thank goodness we have moved on past that era!)
Do let me know what you think. I’m open to any one else’s ideas!
Also I will be adding art to this to demonstrate my ideas. I just need to draw/render it first. If any one would like to contribute art to this for me I’d love you for ever!