Where are you from?

This fortnight I’ve been working on getting the entire basic underpinnings of the conversation system finished; I’ve made a lot of progress, not quite enough to show off all the screenshots I’d like, so like last time, I’d rather wait until I can do a nice screenshot-heavy update, which will be next time (whenever that is!).

Instead, I’m going to talk a bit about the second thing I’ve been working on. I’ve now started developing the system by which NPCs will make judgements about you, the player, and where you come from. There are five elements to this: your clothing, your jewellery (meaning what rings and necklaces you are wearing, if any), your skin tone, your facial appearance (scarification, tattoos, headscarves, turbans, that sort of thing), and how you talk. The last one of these I’ve talked the most about in the past, but in this entry I’m going to do a little bit of an overview of how I see all of these functioning, and what it’ll do for the game. Equally, however, I now find myself faced with a big problem: what if all five elements of a player’s appearance suggest different origins or statuses? How should the NPC respond? I have a few notions, but I’m very open to suggestions.

Anyway, without further ado:

Clothing/Armour/Weapons

Other NPCs will make a range of judgements about the player based on the clothing they wear (and, later, the armour they wear, and weapon they wield). I think this will have three elements: what nation they seem to be from, their potential wealth, and whether their clothing denotes any kind of special affiliation, such as a religious order or military organisation. Most NPCs will likely treat you with more deference the more impressive the clothing you wear, but of course wearing the clothing style of a hated nation is likely to have the opposite effect no matter the wealth you’re showing off. For religious clothes, I’d like to have NPCs assume you’re a priest or a monk if you’re wearing obviously religious garb, although such garb will obviously have significant negative effects in certain areas of the game world; at the same time, though, it might encourage a particularly zealous shopkeeper to give you a discount, for instance. However, if people ask for religious advice and your character doesn’t know anything about the religion they are masquerading a priest of… that might be a little suspicious. Once armour is in the game that will also affect people and how they respond to you, probably with a little fear, a little deference, but again depending on the specific situation. Wearing unknown clothes should also elicit some kind of response depending on the nation/people; friendly and inquisitive if a very open and cosmopolitan nation, scared if isolationist, etc…

Jewellery

Jewellery will appear at some point in the near-ish future, and will consist of rings and necklaces. These will be similar to clothing: there will be cheap, middling, and pricy rings and necklaces available for each nation, and special/unique rings and necklaces for religions, religious orders, various other factors, various ranks in various organisations, and these sorts of things. Right now, I think special jewellery will be available for religions, houses/noble families, monarchs/rulers, but that’ll probably be it (and then more generally, as above, across cultures). I therefore see these as having a very similar set of relationships as clothing, but also denoting several things (such as family affiliation) which clothing does not; although most will be standard jewellery items for the culture in question.

Skin Tone

Skin tone varies very widely in URR, and is inevitably a central method by which peope might make judgements about the origin of the player character. This has only one element, which is to say a geographical assumption: NPCs will consider your skin tone, estimate how close/far from the equator you originate, and then look at their knowledge of nations and take a guess at which one you might be from. As such, there will also be some way to temporarily alter and mask your actual skin tone and make it lighter or darker as part of trying to blend in in other societies; and, of course, with some skin tones you’ll be able to “pass” for a citizen of many countries, most likely, whereas a clothing style would only allow you to pass for one. Hopefully the intersection of these (and the other elements below) will allow for some interesting combinations and strategic decisions.

Facial Appearance

Facial appearance, meanwhile, is a binary element: it denotes the overall culture someone comes from, and that’s it, although in a small number of cases it might also denote rank, slavery, and so forth. Again, if people recognise the markings they will suspect you are from the appropriate culture; if they don’t recognise the markings, the same range of responses mentioned earlier might play out. Again, I’ll be introducing ways to fake some markings (though probably not others?) as a means of further disguising yourself.

How you Talk

We’ve discussed this several times before on this blog, so I’ll keep it brief here, but the way in which you speak is going to be crucial. NPCs will make judgements about your origin based on what you say and how you say it, whilst you’ll be able to fake speaking in other dialects to a greater or lesser extent based on your knowledge of that dialect at the point you’re having the conversation. This will often be a make-or-break point for any player/player character attempting to “fake” their way into/through a particular culture or particular social situation, and is one of the aspects that’ll appear in 0.8 – NPCs won’t respond to it yet, but you will be able to change dialects, and see the results.

Summary

These are the five major elements I see as contributing to how other NPCs see the player – the first four being literally how they see the player, and the last one of course only coming into the equation if you start talking to the NPC (or the NPC starts talking to you, which is a feature that definitely needs to be implemented in the near future). I think these will give the player ample methods for crafting an image useful to them at that moment,

But what happens if 50% of your elements suggest you are person A of rank B from culture C and religion D, but the other half of your clothing suggests you are person W of rank X from culture Y and religion Z, which is the absolute opposite? Should they take an educated guess? Should they comment on how you are dressed, and that you are dressed strangely? What if they have particularly strong feelings towards/against A/B/C/D/W/X/Y/Z? Or what if 90% of your visible elements suggest X, but then you have a single element suggesting Y? Should the NPCs focus entirely on Y? Should they assume you are X and just treat Y as a strange element? Does that depend on the nature of X and Y and the context in which you are meeting another NPC? My point from all of these questions is that it’s proving very difficult and complex to decide, in essence and in one sentence, how NPCs should add up the elements of “you” they are presented with and how they should subsequently come to a judgement. This is what I’d love any and all of your thoughts on below; this system isn’t going to be implemented in 0.8, because I’m really trying to get only the core essentials of the conversation system done before release, but it’ll be a crucial element of the fast and much shorter 0.9 which will be finishing off the conversation system straight after. What do you think?

Updates

As I’ve said before, I’m crunching on finishing my first book, and about to travel for six weeks through various visiting fellowships; I am hard at work coding, but right now I’m finding fewer blog updates is really helping me with game developments, so we’ll be sticking to uncertain update schedules until my book is finished and submitted (May 31). I know this is rubbish, folks, and I wish I had some more time, and I hate how long URR 0.8 is dragging on for, but I’m doing the absolute best possible in the present situation. Next update: asap!

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40 thoughts on “Where are you from?

  1. Hey dude, long time stalker, first time poster. Massive fan, keep up the good work~ Without further ado:

    “Fancy yourself a bit of a traveller, eh?” Is the first thing that came to mind for a person being of completely mixed articles. However, that’s a rather broad and general rhetoric, but it’s rather easy to apply given the system you’re currently using. However, a more interesting approach may be to take an NPCs traits and define what they’d look for first in a person; not everyone is Inspector Morse and looks at the whole picture trying to decipher you. Most people are just generalisers.

    Take, for instance:

    You’re wearing scraggy clothes, your complexion/race is far from local, you wear high end jewellery, your nose is broad and squashed close to your face like most of the locals, and, whence spoken to, sound like a pigeon on acid.

    Some people will assess you internally and think “homeless” because they’re a very blunt person then be far from accomodating because they aren’t overly keen on beggars, or maybe they’re extremely charitable and think even higher of you, pitying you;

    Meanwhile, another person might take note of the solid gold bangle inlaid with assorted gems peeking from beneath your bedraggled cuff and think “rich”;

    Another your face and instantly are more amicable to you because you’re “familiar” or look local, so they’re more willing to gossip about local happenings;

    When approached, the last person hears your voice and starts frothing at the mouth as the unholy undulations of your throat flay the very fabric of his mind- reminiscent of the dark gods he worships in secret, and drops to his knees quivering at your feet prostrate in the hopes you don’t end existence.

    Granted, the last one’s a stretch, but you get where I’m coming from. NPCs already have traits, if I remember your past posts correctly, so maybe they could have an effect on what they notice most. Assuming every part of your very definition amounts to 20% each, then that weighting could well be skewed to 60% for one article, 10% each for the rest if one of their traits means they pick up on a certain part first and most strongly. Then, of course, that percentage chance could be run through RNG 0-100 to check which was noticed and pointed out. This gives the illusion of human sporadic nature. Or you could just make it so that whatever has the highest percentage get’s chosen as the focal point. Either way.

    I notice the bigger things first, like overall body structure; thin, fat, tall, short. However, occasionally what catches my eye for a passer-by or someone initiating a conversation with me is their teeth alignment or eye colour.

    Food for thought.

    Happy programming~

    • Hey Conor – thanks for the thoughts and the very kind words! So, I basically love every idea you have – I hadn’t even considered drawing on preferred national political ideologies in their replies! If they’re very charitable they’ll be more generous to you if you look like a beggar (and maybe even offer you something), and so forth. And allowing different people in the *same culture* to draw different conclusions from you is a tremendous concept as well. Honestly, this post has given me a ton of ideas I’m going to have to think through before I start implementing the NPCs-making-judgements-about-you system, but thanks so much for all of them. Some totally fantastic concepts here.

  2. Like Conor said, different people might draw different conclusions, fixating on some parts of your appearance more than others. I’m not sure how complex you’d want this to be.

    A few other ideas…

    1.

    The player’s origins could be ‘given away’ by small flaws in their disguises. If they look 80% from nation A and 20% from nation B (their actual nation), some NPCs might conclude nation B.

    It would be annoying if this *always* happened, so perhaps the risk would increase for particularly suspicious NPCs the longer you speak with them.

    This might encourage the player to be paranoid about approaching NPCs with reputations for being particularly perceptive.

    2.

    More generally, if the player’s appearance suggests multiple origins, this might suggest multiple allegiances/influences. In some cases (like deciding how friendly an NPC is), all apparent origins could have a weighted effect on NPC reactions.

    If the NPC really needs to identify the player as from a *single* origin, and after all their reasoning they think of several equally-likely ones, I guess they’d have to pick at random or simply ask (where are you from?).

    Thus, a player could deliberately mix their appearance in order to pass as being from several different places (at the risk of less cosmopolitan/tolerant NPCs being enraged by their strangeness).

    • 1) That’s an interesting idea; in “pretending to be X” contexts, they might not assume the 90% is true, but rather that the player forgot to change the 10% and that’s “giving them away”. As you say, perhaps that’s something to use only in very “high-security” areas and the like.

      2) Mmmmm, good thought – perhaps NPCs can actually accept players who look like they’ve travelled a lot, or don’t have a single origin, etc, rather than having to mentally put the player into a single box. Again, a great idea; and that would be better or worse in more or less cosmopolitan countries…

    • Nope, I think you’re naked you’ll be arrested/otherwise punished for public indecency! It’s such a simple-to-implement immersion thing most RPGs forget, but I definitely want that to affect NPC interactions with the player.

  3. I await each subsequent update of this game with the easy patience of deep commitment. I loved this post, great stuff. Already Conor and Ben Lambell have offered solid feedback.

    Your question reminds me of a story I heard in a history class, of a certain group in the Ottoman Empire in maybe the 17th or 18th century who would hang out in dubious parts of town and wear mismatching rags and three or four hats. This in a society who used hats and other clothing items as very rigid signifiers of religion/occupation/class etc. So in some sense maybe not so different from yesteryear’s “punks” or other sub-cultures that signify their radical rejection of society by subverting its symbols.

    I think it would be neat to have a cultural sophistication spectrum as well. So let’s say the player tries an extreme mode of dress: they might expect it to shock the mid-ranking religious figure, but actually the priest shrugs. She spends all of her time in trade-hub city and sees all kinds. She might associate you (mistakenly or not) with a particular subculture that goes for the “insane” look, if her cultural knowledge encompasses such a group. But regardless of how she feels about you, she has a social category where she can put you.

    Meanwhile, wear the same wild stuff in an isolated village and even though everyone is friendly and tolerant in general, nobody can maintain a conversation with you because you are just too weird. They can’t categorize you, which increases their discomfort. Maybe they can manage cordiality, or maybe they can’t. Except for the merchant who settled down there for quiet after traveling the world: he’s seen stranger things and is unfazed.

    Of course as usual I think the real magic will be where the systems interact in unexpected ways. I want to dress crazy and visit an isolated village and have a conversation with the only person who is so lonely they will converse at any cost.

    • Thanks so much for the kind words – they’re really appreciated. Damn, that’s a fascinating historical story, I’ll have to look that up myself. The core concept of thinking about cultural sophistication and urban/rural environments is – again, like many of the comments here! – something I hadn’t even considered yet, but I think that’s a great addition. And being in a town near the border with Friendly Nation X probably won’t bat an eyelid if you look like you’re from Friendly Nation X. Haha, and yes, as you say, I definitely want unexpected interactions to come out of this, and to intersect with other movements of NPCs in various geographical/cultural contexts…

  4. You probably haven’t checked my reply to previous entry concerning marriages, so i’ll ask here again. You said you aren’t planning on doing marriages unless there’s a solid gameplay mechanic behind it. How about political marriages? Kinda like it’s done in mount&blade, but more deep.

  5. The prospect of disguising your character in URR is something I’m looking forward to a lot. I’ve been reading the original Sherlock Holmes stories lately, and the parts where Holmes disguises himself are some of the most entertaining bits. Perhaps there will be situations in the game where you have to pass yourself off as a member of a particular nation, religion, etc., in order to make a favorable impression on someone who has something you need. Disguising one’s clothing and jewelry should be easy enough, mechanically speaking. I assume there will also be ways to temporarily disguise facial markings and skin tone as well (makeup, etc.). And of course, disguising your way of speaking is the trickiest of all, but just as essential.

    As for reactions, I think this should depend strongly on the person that you’re interacting with. A palace guard or a police officer is likely to be far more suspicious if even one of the five elements is “off”, as opposed to an innkeeper who is used to dealing with odd travelers, or a merchant who really doesn’t care and just wants to sell you something (although perhaps he might charge more if he doesn’t like your looks or the way you speak?). Likewise, national attitudes/culture should also influence reactions, for some citizens more than others. If facial tattoos are only put on slaves in one particular country, most people are going to react negatively to you if you have a tattoo (unless they are outliers who disapprove of slavery, or are slaves themselves, etc.).

    Mechanically, perhaps each NPC should have a sort of “suspicion rating” that determines how important the five elements are. Or if NPCs have an intelligence or perception stat, it could be checked on each interaction to see if they notice anything “out of the ordinary” if one or more of the elements doesn’t match up. Speaking should probably count for more than jewelry or clothes in spoken interactions, especially if the jewelry and clothes are within one or two “levels” of what is normal or expected.

    (On a side note, inspired in part by URR, I’ve started a course on Python. Wish me luck!)

    • Yes to temporary changes to your face; I’ll definitely be implementing items which can do that. Reactions: all great thoughts, and depending heavily on NPC class makes a lot of sense. Agreed on the dominance of speaking, and yeah, I think different NPCs will indeed get more or less suspicious depending on their context/class, and they will be more or less likely to act on their suspicion – i.e. shouting to a guard etc – based on similar elements. And lastly: that’s awesome! Good luck 🙂

  6. As pointed out by the first comments and the second, there must differences in the way that people judge you. Given that you look the same, ten different people won’t necesserally have the same opinion about you. It can depends on many factors: position in the social structure, personnal wealth, past experiences…
    Even then, if you take ten people of roughly the same class, I think the reactions could be very different for each of them. I don’t know how you can do it, but it could be linked to a sort of “general open mindedness” of a given locality/city/nation, with a random numbers determining this trait.
    A example would that if this numbers is < 20 (from 0-100), people here tends to be a bit xenophobic at times, either against foreigners or people of their own that seems "suspicious" and generally, the common folk of this locality would be quite hostile to changes in general, be it technological/social/cultural, they like order etc… But here, "tends" is the keyword as obviously there could be individual differences so the variable is merely an indication of a general sentiment, not an absolute value.

    • Agreed on all counts; it’s finding that link, I think, between different NPC reactions to you and making these clear and/or semi-predictable to the player; I want players to actually talk to NPCs, but at the same time, I don’t necessarily want a situation where the player thinks they can safely talk to someone, they do so, and get instantly thrown in jail. So like I’ve mentioned before, we need some kind of culture-wide rating, where the first person you talk to in a new culture will always, no matter who they are, respond in a milder way, thereby giving the player a chance to learn and adapt.

  7. Nice update man! Don’t worry about irregularity – I think we are all grateful for whatever comes this way 🙂

    I’m definitely with Conor, Ben and Kasaris on this one.

    My first thought was some sort of open mindedness as well, but thinking about it feels a bit like over simplification. It might be sufficient for the purpose here, though.

    Anyway, here’s a few thoughts:

    – Since nations have their own agendas/systems of belief (policies), it seems reasonable that people should have an individual equivalents as well (morals/opinions/etc). If we assume a nation is 30% globalist, individuals of this nationality might naturally deviate from globalist assertiveness with a standard deviation. Deviation from the *norm*(al). Which is probably what culture is about? An individual might for example believe in the same thing as the national policy equivalent in some areas, but disagree in others. Or maybe certain nations have a larger standard deviation threshold for individuals, meaning more diversity of individualistic opinion (aka weirdness)?

    In other words: I think the way NPC:s react to other NPC:s and the player has to be connected with a system of individuality and “deviation from normal or expected behavior”.

    – I noticed Ned Zed mentioned subcultures, which is a very interesting word in URR context. Maybe something for future releases in some form? ^^ (I’m vibing the different map modes in CK2 for example)

    – I really like what Ben Lambell said about the NPC simply asking “Where are you from?”. A *very* natural and logical response if they are confused and experience mixed messages as to where someone is from. Unless they’re a bit suspicious/introverted/uninterested.

    And on a side note, I love the fact that you are basically coding in racism into the game xD. Veritas prima!

    Keep on rocking friend! 🙂

    • You said it better than me. Of course, an open-mindedness meter is really simplistic but you said it right : this variable basically in my mind means “certain nations have a larger standard deviation threshold for individuals, meaning more diversity of individualistic opinion”. I’ll just add that this can be narrowed down even more by locality, meaning that larger cities maybe more tolerant about that than villages, implying differences between urban and rural areas. It just seems normal that some areas in a nation can have really different views about society as a whole.

    • Thanks a lot Uggo, really appreciate it! Re: specific thoughts:

      1) Yes, that’s kind of already there! Depending on ideology and NPC class, there is a range of values NPCs can be given; they’ll fluctuate around central norms, but can definitely stray either side of that. It’s tight enough to remain logical, but should be broad enough to enable interesting/unexpected/emergent variation.

      2) Ooh, possibly! I am still thinking about different religious factions, cults, heterodoxies, etc…

      3) Agreed on simply asking “where are you from!”

      Thanks buddy – you too!

  8. I think it would also be interesting to include a system in which a given culture has a small chance of being completely incorrect about the significance of given clothing items from a foreign culture. For example, a specific hat worn by the nobility might be misinterpreted as something a poor, rather than rich, foreigner would wear, and they are treated accordingly in a different culture. Maybe such misconceptions could be more common between cultures with ongoing but limited contact? I’m not sure exactly how this would work, but I think it could be very amusing to have to piece together why the people of a group are treating you oddly, only to realize its because of a completely incorrect opinion about your social/political/economic status drawn from your clothing.

    Also, as a long time lurker, I just want to say URR is incredibly exciting, and I always look forward to reading these blog posts, but of course focus on the game first and foremost!

    • That’s a nice idea! There is a system in place already for checking if Culture X knows anything about Culture Y, so I could readily tie it into that, and have cultures make guesses about unknown cultures based on their own culture, instead of based on anything else. And thanks so much for the final comment! Really really appreciate it.

  9. Well, i’m w/out time to reply with greater suggestions now but i recomend you to give a little look at 19th-17th century novels(From the Project Gunterberg maybe) and give a Little fast read on 1’s chapters of some. I only have 1 example for now wich is from Ayesha the maid of Kars(if i’m not wrong i found this in Archive.com) which is about an English rich man that was traveling through the middle east and fall in love with a “muslim” Beauty and etc. By reading this novel you can learn several Turkish/Arabic words and some costumes, the only one wich i can Suggest for you is make some thing based on the word “Giaour”(infidel) i cant explain here very well but once you read(if you get time) you’ll see a dialogue about the clothes of Osmond, He’s using muslim clothes being an English and his name also resemble Osman so some refuse to belive that he’s not a muslim so, this part is very complicated so i can’t explain it very well. Also i Recomend you to Give a little Look at the “Book of Knowledge of all kingdoms, lands, and lordships that are in the world, and the arms and devices of each land and lordship, or of the kings and lords who possess them” wow that’s a Pretty big name no? I’ve found this recently and seems perfect to help you i think 🙂 Well that’s all i could contribute for now, hope it can help you with this question or with some future others.

    • Well, this comment is very confusing but I did not have much time to work out or fix it so i apologize for this. =\

    • Now that i got time i can Explain this better… Okay, i was trying to say that Some Religious People may call an Outsider of some Thing like “Giaour” for infidel. Also some things based on the Sharia law like Womans can’t talk to a Infidel/Outsider(from another culture i think) could be added. Geting away from islã before this comment Explode(=p) even some religious people should be trying to convert the player(like catolics) or maybe if the player is from the same religon there could be some “Special” Farewell ,greetings or salutes. In the future you can also Add Religious Rank or Cast system culture like Hindu for the people. I think i was the only one talking about Relion in some post so, about that book with big name that i mentioned it will be useful for future updates about nations and other things. I think i uncoil some things and It’s more understandable now. ^^

  10. Language is the most subtile and complicated and wonderful technology of humankind. And it’s what gives more information from someone’s cultural background.

    I think your origins should “leak” every sentence you make, because, even when your knowledge of a language is perfect, your accent, certain pronunciations, gestures, habits… also “leak” in.

    Example: I’m from Spain, and I’ts easy to tell if someone speaking spanish is from South America (I can pinpoint vaguely 5 or 6 countries based on the accent), Germany, France, Romania… And I can identify the part of Spain you’re from if we get to talk for 10 minutes.

    Equally, I’m pretty sure you can tell if an english speaker is from Texas or Scotland with no effort. Or given that, hints about level of education of two people from the same city.

    TL:DR – once comversation is engaged, your accent and even the grammar you choose will give hints about where you are from, how educated / wealthy you are, etc.

    • Yes! I was just about to write a comment saying the same things. Speech is the a really fantastic way to gain information about a person, and is much more reliable than almost any of the other ways mentioned.

      Anyone can put on unfamiliar clothes, jewelry, and facepaint and *look* like someone from a different culture, but *acting* like someone from that culture is much more difficult. Even if you are a fluent speaker or their language, as Alberto mentioned, your speech will give many clues that will help to pin down your origin. If those clues don’t jive with your appearance, people are quick to notice.

      However, I wouldn’t say your origins should leak every sentence, rather, there should be a chance to leak information. That chance should be modulated by your character’s relative familiarity with the target culture, language, etc, and further by your character’s skill at “acting the part”.

      • Yes, exactly! I think an “acting” skill would owe itself well here. The higher it is, the better you are at deceiving others with tongue and ties. I like it.

      • Agreed! And yeah, the chance to leak info is how the speaking system is intended; some sentences you can say perfectly, some you don’t know how to say, whilst other sentences you have a chance of saying correctly; if said incorrectly, the suspicion of whoever you are talking to will be raised. There was a blog entry on this a while ago, I think!

    • Very true (and very interesting examples) – I haven’t really talked about the speaking-another-dialect system in a while, but naturally that’s going to be a crucial part of passing oneself off as from another nation. There will probably be a middle-ground where you speak as normal, but if you display cultural knowledge appropriate to the context, that’ll reflect well on you.

  11. The question of how to determine where someone is from should be pretty simple from an observation standpoint.

    If you have several collections of attributes you look at to determine this information, you aren’t going to consider their garb, their speech, etc. separate from one another, but it’s going to be a function that the individual computes seeing all of these together.

    Since these are probably simple compared to real-life questions related to this, and will involve less noise, I would suggest linear regression to determine this. For example, if you’re looking at a table of information for an NPC to determine where someone is from, you simply operate on the past experiences (ie past interactions with people whose origins are known to them). This means for each NPC you should keep some information, or for each culture you should keep some information, about the people they’ve met (including themselves) and how they dress and talk etc.

    Then you will take that table of occurrences, and treat each one as a piece of input data with a known outcome. You want to be able to test a new input and guess the output (these attributes => the origin). So take all then knowns and perform linear regression with a fast function (for example Python, C++ and a whole slew of languages have great libraries for doing this).

    Instead of output where their origin is from in terms of culture or civilization, you can get a latitude and longitude that you think that person is from and decide that they must be from that area and so are probably associated with the civilization from that region.

    If you’re interested in going down this path (this is a machine learning approach using a very quick learning function) let me know and I’ll tell you more in detail how to do it.

    • Thanks for this very interesting comment/approach. I… will have to think about it. My concern is that this might be relatively unclear for the player, and I think it’s very important to try to strike a balance of some sort between the complexity of the system, and making sure the system takes everything into account, vs making it clear to the player and allowing them to understand how NPCs decide these things, so it can’t be TOO complicated or obscure…

      • Mkay. I think your approach sounds like linear regression plus more stuff, but without accurately learned weights. Conceptually I think this would be less complicated/obscure, but for sure if you want the player to understand the formula used, it’s not exactly crystal clear… but at least it wouldn’t be neural nets 😛

        • No, this is true – I do need to consider how to make things apparent to the player! Possibly something that tells you when you’re wearing a % of an overall “costume”… it’s something to ponder further, anyway.

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