From earliest months, the child is taught not only what to do, but also what to see, hear, touch, think, and feel....each person obediently ends up at the age of five or six with a script of life plan largely dictated by his parents. It tells him how he's going to carry on his life, and how it's going to end, winner, non-winner, or loser.
Eric Berne

The idea for that generator was based on transactional analysis a psychoanalytic theory which states that each person creates a script of life plan at the age of five or six. This life-script is based on several injunctions dictated by person's parents.

The generator is in early development stage and doesn't work correctly yet. For now it just generates life position and series of family injunctions - rules which person will obey (or try to create some counter-injunction) during his life.  

Then it'll generate a life time script: some basic statements to show what decisions person will do later in life. 

Controls: Use slider to change a seed.

StatusPrototype
CategoryOther
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
Authorbogomazon
TagsProcedural Generation, PROCJAM

Comments

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(+1)

That's a really cool idea, and I'm curious how this works. My guess is that you have a list of injunctions that you assigned coordinates to and are grabbing the injunctions within a certain radius of your selected point, and lack of data is why many of them come back empty. If that's so, it seems like a nearest neighbor type of thing would make sure something always come back. Or I could be way off on that.

I don't quite understand how the life decisions factor into it, but since the number of them matches the number of family injunctions, is that an additional random factor for how the person responds to each injunction to decide which life script lines to choose from another 2D space?

Thank you! 

My guess is that you have a list of injunctions that you assigned coordinates to and are grabbing the injunctions within a certain radius of your selected point...

Your guess is correct. I plot a list of injunctions as weights and then try to calculate which injunctions are farther from a character's life position and which fall into some angle. It works kind of like "line of sight" where view direction points at the center (0, 0).
Some of them could be empty (e.g. "happy" people have fewer problems (x=1,y= 1), people who are not sociable (-1, 1) will have problems with influence, maturity, etc.), but I can increase that angle and/or decrease distance threshold :)

...how the life decisions factor into it, but since the number of them matches the number of family injunctions...

Life decision is raw data and a family injunction is a flavored text to show what this decision is about. I didn't have much time to complete it but right now it just takes the farthest injunction and shows life script related to it. I hope someday to make it work by mixing different scenarios together, adjust for family situations (single parent, foster parents, etc.), and generate some stories where a character will react using his/her family injunctions.