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I should clarify that there are 3 types of npcs in the game. Generic (unnamed), Persistant (named), and Unique (currently only Quincy, Boston, and the landlord). I do intend for some unique npcs to have more of a story focus, while others would be more mechanically unique, like a bully or border guard. 

Children would definitely need to be removed from the game loop somehow. A governing body taking them fits with the world I want to build, but I think it would be fun to have different options depending on character origins, like sending them to family. In any case, they would never be created as an in-game entity, for reasons I hope are obvious. Could maybe be a fun new game plus option to take them over on their 18th birthday, but that's thinking way too far ahead.

I do want to make a "follow me" command for high friendship npcs. I'll hopefully be able to iron out bugs with Cross-map navigation in that process. 

I think I played bdcc briefly back when it first came out. The posable paperdoll was an interesting take on things. I can do at least a portion of the art myself, (I used to do fan-art under a different name in the DoL community), but I have zero history in animation. Constantly switching between art and code completely kills my workflow though, so I definitely wouldn't be against accepting help from a community. I would just want a relatively consistent art style, and some reassurance that ai was not used

Ah, i like the GPU NPC system you have for this game, i genuinely didn't notice it lol, i only noticed the named and unnamed ones.

i think that is a good idea for the children.

a follow me command would be awesome lol.

Thats fair, art takes time but so does coding, and with the wildly varying art styles and rampant ai use, i can see your concerns. do i have any solutions? no :(