{"id":340,"date":"2008-12-15T23:33:52","date_gmt":"2008-12-15T13:33:52","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=340"},"modified":"2008-12-27T09:52:49","modified_gmt":"2008-12-26T23:52:49","slug":"a-mystery-at-murder-manor","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2008\/12\/15\/a-mystery-at-murder-manor\/","title":{"rendered":"A mystery at Murder Manor"},"content":{"rendered":"
There were seven guests at the dinner party tonight.<\/em><\/p>\n Sam runs a business with his friend Billy.\u00a0 He was hosting dinner for a few of his employees;\u00a0 Tom, Daisy, and Mr. Green.\u00a0 Also in attendance is Sally (a secretary who works for both Sam and Billy), and Sally has brought along her father as well.<\/em><\/p>\n There are some tensions among the employees;\u00a0 they don’t really get along very well (presumably, they’ve been competing for promotions), and Sally’s not very happy with Sam, due to some workplace indiscretions.<\/em><\/p>\n By the end of the evening, Sam is dead.<\/em><\/p>\n So I took a little break from 3D maths tonight to work on the motive generation algorithm for a follow-up to Nicholas Spratt;\u00a0 it generates characters and relationships between them, along with motives for murder.\u00a0 And it surprised me just how well it’s working (the above is the very first plot+characters+situation generated by the system).\u00a0 Where the original Nicholas Spratt game was a gameplay concept to see whether a murder could be unravelled solely based upon the memories of the suspects (with one suspect lying), adding motives will provide extra clues, and give individual guests secrets for the player to discover over the course of each game.<\/p>\n