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I was thinking, what if the player doesn't want to fight everything in sight?  What if they wanted to play a more peaceful role in the world?  What if they wanted to solve their problem with love instead of violence?  So I started putting together the mechanics for non-violent encounters.  This won't be ready this next build but maybe in a rough state in the December build.  It will allow the player to either attempt to talk their way out of an encounter or else just let the NPC to have their way with them.  This also will need a way of dealing with the player respawning after being "defeated" since the current default behavior is to simply spawn back in town.  But what if the player wants to go to the next town over (once I actually have that made and in the game) but the want to experience encounters along the way without having their progress reset after each one.  I was thinking that most monsters, assuming the player doesn't resist, would have a bit of fun and exhaust the player without actually damaging the player's health.  That way at the end of a scene I can test to see if the player's health has been reduced to a point that they would pass out and be revived in town or if they just needed a few moments to catch their breath and continue their journey from where they are.  Thoughts? ideas? feedback?  I'm still fleshing out the systems so I'm sure there's a few cases I haven't considered yet.  

Almost done the textures for the blacksmith outfit.  Still a few things I want to do and then I need to make the blendshapes for all the different body types. 

Worked on the AI a bit.  AI has the basics for dealing with day/night activities.  As well as only having some AI perform specific tasks.  After the next build comes out wait until nighttime and watch the guards in town for a bit.  Currently these tasks are tied into the AI perception radius which is relatively small so it's easier to test and this will get iterated on in the future.  


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jackk

great idea!

slaen

Hah, that's one of the games I had in mind when first putting the system together. I was also looking at some of the death alternative mods for Skyrim. I like the idea of bargaining too instead of combat I'll try to get that in when I'm writing up the combat dialogues.