Posted July 17, 2022 by RedSparrow
#devlog
Hey everyone,
After rewamping systems, I heavily focused on designing what I want the NPC to react and how to do it.
Up until now, NPC could react to four states :
It was suffisent at the start of the game,but now that the game is growing, it's lacking on more than one area :
So I scrapped all of that, and designed a new dialog tree which could answer all theses lacking areas. So now my template dialog have around 15 different cases, and double that for some low-maturity exclusive NPCs.
Needless to say, it's far more distinct now and I think I have all the bases covered. The bad side is that for every NPC, I have now a tons of line to imagine and write to give life to that diversity. And the other bad side is that I have to redo all the existing NPC to account for that template. That's a lot of work but it's worth it in the end.
Lastly, I began to work on improving the starting experience. A reccuring critiscim that I hear a lot is that the game is not really clear on what he want. So, I added a diary so you know what to do next at any point.
I also plan to have some pop-up windows to explain some of the game concept better at the start (maturity, toilet, food, washing machines...) so you don't have to guess everything, and improve a bit the feeling at the start of the game.