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Hello,
Sorry for a big gap between posts - I was supposed to post this on Monday, but life got in the way.
And I have another post I want to do this week about development, so we'll do the poll today, and Sequel News on Friday.

This poll is about a feature I developed a while back, and now that I'm sitting here wondering whether to finish it or not - I figured I'd ask your opinion.

So,
In the first Succulence each NPC had their own little dialogue, that featured jokes, some relevant in-game info, etc.
In Succulence 2, it becomes a bit of a problem, because locations are big - and crowds of people are needed.

I came up with 2 solutions to the problem, and(predictably) went with a more difficult one.

Solution 1: Make a filler "Passersby" NPC, or "Crowd Member" NPC that has a distinct generic look, and use them to fill out big locations. They all share same dialogue.

Solution 2: Make "Filler NPC's" have random dialogue, that they draw from a little "dialogue database". That way bumping into them will be slightly less predictable. But they still have the same distinct generic look so that you can ignore them in a crowd.

Currently "Solution 2" is ready for Office Workers and City Dwellers, but it still needs more databases for "Thugs"(Thug crowds at the pub), "Drunks"(Also pub, and park) and "Students"(For the Academy).
As you can see, it still needs plenty of dialogue text, and it's still not too late to turn back to Solution 1, which is slightly more boring, but also less headache-inducing.

Which Solution do you prefer?

Comments

Anonymous

Solution 2 seems the best, I feel like the dialogue database doesn't need to be too big. Solution 1 would probably also work, but it should probably be a unique dialogue per setting.

Anonymous

The database doesn't need to be fill right away, the game still has a long way to go, maybe write some dialogue here and there add them gradually.