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Elsinine

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A member registered 5 days ago · View creator page →

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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

I can definitely see what you mean, right now it's more of an interactive ant farm than an actual game. If I continue with this, the next step would be to add basic survival mechanics, rent, consequences for failing to manage those, and other things to spend credits on. 

That should at least provide a baseline to incentivise the player to engage with future content.

Alternatively, I've considered making a dungeon crawler and pulling some mechanics from here. Less simulator and more traditional rpg with sim elements. I don't think it would be quite as interesting, but it might be a better game experience.

Holidays have kept me too busy to really plan my next move, but I'm glad that people see some of the potential in this

Hey! Thank you for the feedback. For my own ted talk, I want to go through these point by point.

The dialogue system is something I've hardly touched after initial implementation, and have been unsure how to best approach. I think the sandbox nature of the game demands that dialogue with generic npcs be abstracted in some way, (a la the sims) to avoid over-repetition of the same lines. But in such a text focused game, that might not be the best approach. I'm at least open to trying different things.

For those kinds of interactions with unconscious npcs, I won't say that I've completely ruled them out, but right now it's indeed not my intention for the player to be a predator. If there's demand for something like that down the line, I would probably lock it behind choosing a trait at character creation, and there would be major consequences.

I honestly didn't notice that the day was not moving forward. I'll need to fix that.

Pregnancy is not yet implemented, but some of the groundwork for it is. (Every stack of fluid keeps track of who it came from). I should have been more clear about that in the description.

The npc disappearing after swapping is interesting. If this was near the edge of the map, they may have stepped off the map and into oblivion. It's also possible that the swap command somehow bypassed the logic stopping entities from overlapping eachother, so Oliver might have been hiding underneath someone else. Either way I'll keep an eye out for what might have happened there.

Quests are indeed not implemented as of now. The first one would probably just be a recurring quest for rent, but dynamic quests from npcs are something I want to experiment with as well. 

You seem interested in the potential of art. If you don't mind me asking, what kind of art would you want to see in a game like this? I've mostly considered dynamic portrait art and short cutout animations for sex acts. I'm a bit hesitant with the portrait art though, since I think a big benefit of games like this is the theater of the mind effect, and I worry about things that can take away from that.