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(3 edits) (+1)

Hi Lags, I'd really love to see these features implemented! I'm currently working on a mod to bring characters from one of your other games into this one. Right now, everything is in the early testing phase; my ultimate goal is to create a full quest with my own custom assets to really push the limits of what the custom NPC support can do. However, during this process, I’ve come across a few things that would be amazing additions:

  1.  Expand sprite integration for custom NPCs: Since the game already supports this, it would be great to officially streamiline the process of adding sprites during dialogues.
  2. Support multiple animations per NPC: Right now, the game allows different animations based on outfits. However, achieving this currently requires a clunky workaround (cloning the NPC and toggling visibility via text boxes). Native support would be much cleaner and more practical.
  3. Trigger NPC movement upon ghost capture: It would be incredibly useful if capturing a ghost could automatically command an NPC to walk to specific coordinates.
  4. Provide comprehensive documentation for custom NPCs: While I've explored several of the AI functions, having an official breakdown of how each input and output parameter works would be incredibly helpful, as you have the clearest understanding of the system.
  • I've attached some reference images to help you understand better.


    1. Will need to see about about that. If player places an NPC where a ghost can catch them it could lead to the image staying on the screen.
    2. It was difficult to get it running for npc that has both npc and player sex animation. I don't know how can I make multiple sex animation for them. I will see what can be done.
    3. Sorry, that would require more planning on npc behaviour. Which may break what's working right now.
    4. After this update is done will have a documentation explaining everything and how you can create a complex questline using them.

    I just made a mod using BepInEx to create buttons and switch between various animations, maintaining your customnpcs structure but with some minor changes. If you'd like, I can send you the link to the GitHub repository with the code. Perhaps with that, you can integrate that functionality natively into customnpcs. 
    Here's a link to a demonstration video; programming in C# was really tiring
    https://gofile.io/d/WFH8Dh

    (2 edits)

    Well if this is how you wanted multiple animations then it's a simple job.

    I thought you wanted quest progression for each animation to unlock. That would have messed up what's already working.

    And Mason can't fool me. Ted doesn't have abs. Ask Mason to stop wearing a wig.

    Also, this NPC you made. It's just a simple spawning one right?

    It's Ted, but he got fake abs, hahaha. Regarding your question, yes, it's an NPC that I generated automatically. I'm still learning how to create these custom NPCs on my own. Out of boredom, I made a plugin to make the buttons appear by putting a "customcanvas.png" file in each folder

    (+1)

    This is something I've added recently like you suggest. You can have up to 5 player animations and different cloth icon for each animation.

    Also now a sprite of current actor appear like in Ringman. It's only one frame though. You can have multiple sprite depending on-

    • Current actor (depends on how many actors are involved, five in the image below since nothing for Masuo)
    • Current animation (how many animations are there. Max is 5. Since there's one animation for each actor it uses their default ones)
    • Current state (only two sprites for fully dressed when actor didn't have sex and half dressed if sex is in progress or done)

    You're a GOD.
    One more suggestion you could make in future Custom NPC updates is to connect them to Site Assistants. Of course, I don't think it can be implemented in this update, but keep it in mind depending on how complicated it would be on the coding side.