Alkarl
Savant
- Joined
- Oct 9, 2016
- Messages
- 477
Okay, NPC Interaction ver. 1.0 alpha is complete and passed out of functionality testing.
It's what you would expect, a keyword driven dialogue system with a text parser.
The different spin, I think, that I'm putting on it is that each character retains their own knowledge list. While general info will be shared between party members, with social skills, skill training, and etc, I'm planning to do some interesting things here with how the future event system will be implemented.
My plan is to make my NPC's very Dark Souls 1 like, in that they'll each have their own stories and arcs that they go through as the player's party explores, fights, and makes their own achievements.
The next steps are to start working on the combat engine alpha as well as enemy and NPC pathfinding. Plans are to definitely have fluid, snappy combat that doesn't take all day. I also plan to include a "combat bubble" that will check the party's stealth to see how large that bubble is, so that players don't have to pull the entire region into combat every time they run into a single nightmare. The secondary objective is to create intelligent enemy pathing that will attempt to set up ambushes or surprise attacks by approaching characters from behind, below, or above.
Thanks for reading my update!
It's what you would expect, a keyword driven dialogue system with a text parser.
The different spin, I think, that I'm putting on it is that each character retains their own knowledge list. While general info will be shared between party members, with social skills, skill training, and etc, I'm planning to do some interesting things here with how the future event system will be implemented.
My plan is to make my NPC's very Dark Souls 1 like, in that they'll each have their own stories and arcs that they go through as the player's party explores, fights, and makes their own achievements.
The next steps are to start working on the combat engine alpha as well as enemy and NPC pathfinding. Plans are to definitely have fluid, snappy combat that doesn't take all day. I also plan to include a "combat bubble" that will check the party's stealth to see how large that bubble is, so that players don't have to pull the entire region into combat every time they run into a single nightmare. The secondary objective is to create intelligent enemy pathing that will attempt to set up ambushes or surprise attacks by approaching characters from behind, below, or above.
Thanks for reading my update!