also seems like our people in our colony will not have hit points but working body's like in DF
"No, I totally get that distinction. Not everything is represented as some status effect. It’s qualitative more than quantitative, and it has some behavior associated with it.
DJ: Yes. A soldier has lost an arm, so he can’t use a two-handed weapon.
NV: Attention to detail in video games is something that we’re very fond of. "
and they will have personalitys
What form are those phobias or likes or dislikes going to take?
DJ: One of the new, more prevalent ways of generating AI in an interesting way is a goal-based AI. And a happiness-based AI. All of our people will have the belief that they want to be happy, and that in order to be happy they have to do certain things. Through interactions with any object… If for whatever reason we decide, based on a number of factors, that that interaction is really important… If the character is highly traumatized by… Maybe they got seriously wounded by something. Or maybe their mate, their husband or wife, just died. Or maybe they just got married or something. Maybe something really good happened to them. Then they have the possibility of reaching out and creating an association with something that is involved in that interaction. A particular place… Maybe the soldier’s gun, maybe he develops a really close attachment to it.
NV: ”My lucky gun!”
DJ: Yeah! Or maybe by getting married in a certain place, somebody becomes deathly afraid of that place for the rest of their lives. These things have an ability to just create really strange ways that the AIs can interact, or the citizens can interact, with the environment. They’ll do things and you’ll think, “Wait, why did he just avoid that building? I thought he really liked that one.”
DB: It could be something as simple as a favorite food.
also other sentient creatures on map!
NV: We don’t use wires. We use giant Tesla coils to move the electricity.
gah want this game soooo much and now >,<