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Development Stuff

This page may be a bit disorganized until I get a plan for how to set up the various development activities that will be displayed in this section. Some of the information displayed here may derived from real-time development activity and it may be necessary to tell your browser to force-refresh (usually by holding CTRL while clicking on [Refresh] or [Reload]) to get the most up-to-date information. If you still think you have a stale page, you'll have to clear your web browser's cache to ensure you get a fresh load of this page.

The knowledge base is collapsed to make it easier to view as the number of symbols in the Knowledge Base becomes very large. Click on any symbol name to view (or subsequently hide) its description. This database is updated in real time so a refresh may be necessary to see any recent Knowledge Base modifications. NOTE: Due to M$ not following international standards the collapse/expand feature does not work with Internet Exploder. You'll need to get a browser not made by a cutthroat monopoly and that takes standards seriously, such as FireFox, Opera, Safari, Konqueror, et. al. to be able to expand or collapse the descriptions. Also this feature requires JavaScript (ECMAScript) so if it's disabled it won't work either.

Knowledge Base Dump at time of access (2008-07-06 Sunday 8:46:07 PDT):

category
Main root symbol. There must be exactly one root symbol in the Knowledge Base (KB).

character
Character data and character creation.

chrAgeGroup
Character's age group.

Provides different levels of skill maturation and learning. Each has their strengths and weaknesses in terms of specialization, learning, skill variety, age discrimination, etc.

cagAdult
'You can't teach an old dog new tricks.'

Creating characters in this age group yields stable mature characters with skill specialization but at the expense of increased difficulty in acquiring new skills competently.

With adult characters the main focus for the player or agent will most likely be on roleplaying due to the reduced capacity to learn new abilities and the slow improvement rate for any existing abilities.

cagBishoujo
The youngest possible age group for creating female characters. Characters in this group will be in the environment of a young primary schoolgirl in a young girl's social groupings.

These characters encounter significant age discrimination and will often be limited socially and politically to 'little kid' events. However these characters also have the largest range of exploration in learning and skills.

Only the youngest age group characters (bishoujo and bishounen) may start the game with skill neutrality.

cagBishounen
The youngest possible age group for creating male characters. Characters in this group will be in the environment of a young primary schoolboy in a young boy's social groupings.

These characters encounter significant age discrimination and will often be limited socially and politically to 'little kid' events. However these characters also have the largest range of exploration in learning and skills.

Only the youngest age group characters (bishoujo and bishounen) may start the game with skill neutrality.

cagShoujo
The typical age group for creating female characters. Characters in this group will be in the environment of a schoolgirl in middle school in corresponding social circles.

Significantly less age discrimination (though still some) and good skill learning ability. Class tendency will be predetermined the time creation of a character in this age group is created. However no skills will be specialized and plenty of opportunity exists for learning new skills becuase the class tendency is still in a developmental stage.

cagShounen
The typical age group for creating male characters. Characters in this group will be in the environment of a schoolboy in middle school in corresponding social circles.

Significantly less age discrimination (though still some) and good skill learning ability. Class tendency will be predetermined the time creation of a character in this age group is created. However no skills will be specialized and plenty of opportunity exists for learning new skills becuase the class tendency is still in a developmental stage.

chrClass
The various character classes.

Classes tend to tie to various skills unless a class is skill-neutral. Other classes are specializations. The choice of character age group plays an important factor to available classes when creating a new character.

chrclsAthlete
Characters with skills for physical prowess. Strong body and mind good for any situation requiring one, the other, or both.

chrclsCollector
Sometimes also called summoners. Collectors search for and collect magical entities and may call upon them to assist the collector. Such entities may have a summoned form or cause an effect specific to that entity.

chrclsMartialArtist
Characters skilled in honing and fine tuning actions of the body, mind and soul. Such ability is learned by a strong discipline and following to the master teaching them.

chrclsMystic
Characters with established abilities in the mystic arts which allows for skills related to spells and spellcasting.

Mages, for instance, are specialized Mystics.

chrclsOperative
Characters with established abilities in subtlety, deception, and related abilities. These are your rogues, secret agents, etc.

chrclsPedestrian
Pedestrian is a skill-neutral class that allows for development of skills and abilities in a manner completely unique to the character. It also takes the longest to develop.

As implied by its long developmental stage (the longest in the game), only the youngest age group may ever choose the skill-neutral pedestrian class.

Players in a hurry to make a name for themselves are probably better off starting with a character of an established class in an older age group.

chrclsSenshi
A senshi is a member within a group of connected individuals. Senshi are powerful when grouped together so a primary role with any Senshi is finding their group members throughout the world and keeping them together as much as possible since separation can vastly undermine a Senshi's powers.

Senshi characters tend to have a lot of story ties and a lot of roleplaying is thus possible for these characters.

The main rules with senshi are to:
1. Find your friends!
2. Work together!

The major Senshi quest lines are generally designed so that everyone in the group must participate to complete the quest and many senshi related skills will only develop when fighting as a group.

Basically teamwork is the founding principle behind senshi characters.

chrclsSpiritualist
Characters with established abilities in affairs of spiritual nature.

Priests and shamans are examples of specialized spiritualists.

chrclsTrainer
Characters with an affinity to various creatures of the world. Most of a trainer's power comes from his or her creature companions.

Creatures grow with the trainer as he or she fights with--and trains with--them.

Creatures and their trainer form a bond that needs to be considered for a player of this class. There is an emphasis on working together on problems and a need to provide for each creature's specific (usually social) needs. Learning to do so is the key to being a competent trainer. A strong tie to his or her creatures is a significant battle factor. A trainer with strong ties to his or her companions is always at an advantage to a trainer with less loyal companions and can be a deciding factor even in an otherwise outmatched (or even outnumbered). Loyalty does not come quickly or easily but makes a big difference that is not to be underestimated.

chrGender
Character gender.

Some quest lines may be based on social circles and gender plays a major role.

cgndrFemale
Females.

cgndrMale
Males.

classdef
The classdef branch is the basis for determining the shape (structure) of data by providing a network of hierarchical schemas. Inheritence is supported: Parents generalize and children specialize.

This branch also provides the symantics and help pages for class and schema definition. The elements in this branch define the rules and templates (schema) for structuring any persistent game data.

cdefDetails
A symbol with no schema will not persist any game data. For a symbol to represent any game data, either constant or changeable, it needs to define a schema.

Existing schemas may be combined to form aggregate schemas but each schema will only combine once to prevent cycles.

cdefSchema
Classdef Declaration:
CLASS WITH MEMBER PREFIX pfx [DESCENDING [DEEP]];

Because symbols must be unique the classdef mechanism uses a class prefix system. Effective member names (in evaluations at game time) don't include these prefixes. Names that are the same after the prefix is removed are considered to be the same member by the inheritence mechanism. suitable thought to prefixes should be chosen so that classes that can utilize inheritence do not run into problems due to potential duplicate symbol names in the future.

Tautologies:
The simplest classdef is one that has a classdef declaration (above) but no schemas. Classes of this form will treat the child symbols as evaluating to true in expressions (class.zzz will evaluate false if zzz does not exist). If the class is part of a descent network this mechanism supports inheritence.

Inheritence is checkpointed to provide control of where it occurs in the knowledge base since global inheritence would be grossly inefficient.

The DESCENDING keyword marks the top level of an inheritence network. Any class symbol contained that is also DESCENDING will continue the chain to that symbol's children. Add the keyword modifier DEEP to make the inheritence unconditionally available to all descendants. Please note that too many deeply descending networks may cause reduced performance to knowledge base processing.

Enumerations:
WITH ENUMERATION MyEnum;

Declares an enumeration. The symbol pfxMyEnum (where pfx is the class prefix) should exist as a child of the class defining the enumeration and its children form the enumeration.

cdefTypes
Help for documenting the data types recognized by the system (thus available) for schemas is under construction.

temperament
Temperament and compatibility aspects of automatons (agents).

tprEmotionVector
Emotion vectors are points in emotion space. Currently this is based on Robert Plutchik's emotional model: http://www.fractal.org/Bewustzijns-Besturings-Model/Nature-of-emotions.htm

Vectors are formed by making each primary emotion a dimension of the vector. Since there are eight primary emotions this results in an eight-space.

Each component of this vector has a range of [0,1].

Emotions can be identified with points in the emotion space and a nearest-neighbour (shortest distance aka Pythagorean theorem) method can be used to find the closest matching defined emotion.

Used by the AI and story.

tpevAcceptance
1=Admiration
0=Neutral

membership/friend/acceptance/groom/mutual-support

tpevAnger
1=Rage
0=Neutral

obstacle/enemy/anger/attack/destroy-obstacle

tpevDisgust
1=Loathing
0=Neutral

unpalatable/poison/disgust/vomit/ejection

tpevExpectation
1=Vigilance
0=Neutral

newness/examine/expectation/map/knowledge

tpevFear
1=Terror
0=Neutral

threat/danger/fear/escape/safety

tpevJoy
1=Ecstasy
0=Neutral

gain/possess/joy/retain-repeat/gain-resources

tpevSadness
1=Grief
0=Neutral

loss/abandonment/sadness/cry/reattach

tpevSurprise
1=Amazement
0=Neutral

unexpected/query/surprise/stop/orientation

tprMoodAndFeelings
Moods and feelings.

tpmfAngry

tpmfApprehensive

tpmfAsleep

tpmfBewildered

tpmfCelebratory

tpmfComfortable

tpmfConcerned

tpmfConfident

tpmfConfused

tpmfCoy

tpmfDefiant

tpmfDisappointed

tpmfDoubtful

tpmfDumbstruck

tpmfEmbarrassed

tpmfEmotional

tpmfEnergetic

tpmfFlabbergasted

tpmfFrightened

tpmfGiddy

tpmfGloomy

tpmfGrumpy

tpmfHappy

tpmfIrritable

tpmfJumpy

tpmfLovesick

tpmfMalicious

tpmfNervous

tpmfPerky

tpmfPreoccupied

tpmfSad

tpmfSatisfied

tpmfShy

tpmfSleepy

tpmfSneaky

tpmfStern

tpmfSuspicious

tpmfTearful

tpmfTroubled

tpmfUncomfortable

tpmfWoeful

tprValues
The various value labels that describe an automaton's value system. Values of a given NPC depend on the character, role, personality, etc. and compatibility to other values perceived in other characters.

tpvAltruism
'The good of the many outwiegh the good of the one...'

tpvCaring
If it hurts you it hurts me. I want to help...

tpvCharity
Give to others with nary a though of getting something in return.

tpvDespotism
I own you my pretty, and your little dog too!

tpvFreedom
Being able to express yourself artistically, intellectually and otherwise (not with maiclious intent however) without big brother plannig your thoughts and actions.

tpvFriendship
We should all be able to help one another and get along.

tpvGreed
If I think it I can have it! If you think it I should be able to get it too.

tpvHatred
I hate your guts! If looks could kill your caboose would be grass and I would be the lawn mower.

tpvInnocence
A delicate state of not having any ill will, evil, etc...

tpvJustice
Quest for what is fair, true and truly right.

tpvLove
Everyone deserves to be loved and the world would be better off if everyone felt this way too!

tpvRevenge
You gouge my eye and I'll have to do the same to you!

tpvSelfishness
The expense of others is of no concern to my own comfort...

tpvSpiritualism
There's something more to this world than we can ever explain physically. Something beyond our existence...

tpvVengeance
Grr! If you so much as scratch my eye I'll have to completely REMOVE one of yours--and make sure it hurts! A lot!!!

Legal Rambles

Website created by Christopher Brian Jack c/o Anime Mayhem

Images created by others on this site are used with permission and all rights are otherwise reserved to the original artist(s).

Game development information presented in this page © 2007 Christopher Brian Jack c/o Anime Mayhem. It is freely usable under the terms of the GNU General Public License Version 2.0 (or any later veriosn at your choosing).

Creative Commons License
Except as noted otherwise the content on this site is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.