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npc Writing and helping developing NPC stories
Etherick posted a topic in PZ SuggestionsSo I've heard that the NPCs are mainly being scripted in numerous timelines from various backgrounds, traits, and other conditions that are essentially being hand-made. Which I can absolutely respect as that would allow more "human" responses in comparison to AI. I understand the idea of event chains that act like a logic system in a way, but I can't fathom anything short of a small army of writers to make it possible. Atleast without years of development. So I propose the following; why not let us, the community and gamers help write scripts or events? I'm sure we've all been through a number of situations and reacted to them differently depending on our own character builds or goals. If they allow the player base to contribute to this end, it would allow the devs to focus on the mechanics end to aid in speeding up the final release of NPCs. Not only that but it would allow some great diversity in the PZ world as of course, not every writer is the same. This could be accomplished by giving the community some form of template and maybe bracket it into categories of responses, reactions, or goals. Or a similar tool to properly and effectively integrate it seamlessly into the game. Essentially give us the guidelines and a relatively basic tool to help create the NPCs you, the devs, envisioned. Because trust me, we the players would love deep, lore rich NPCs. One way I could think of implementing this is breaking it down by traits or prebuilt classes. This way we could formulate different NPC reactions and goals that could potentially mesh together with other traits depending on their capabilities or limitations. Maybe even adding in reliance on other NPCs (such as potential family members) for negative traits such as deaf, weak ect or vice versa for bonus traits. Maybe have npc cops, firefighters, soldiers ect try to do their jobs at first and maintain the crumbling civilization. The possibilities are endless. A way to allow us access to this could be a form of massive logic chains. Where inputs from the beginning of the game could be handmade by thousands of players. Such as family members, goals, occupation, and some background information such as preferences, relationships ect. Perhaps even slap on a labeling system such as traits, personality ect to easily organize and piece together multiple chains. Finally a team of moderators to accept or decline certain inputs/outputs or entire chains for rating purposes or feasibility. It could be something as simple as a blog similar to this one, or more complex as a plug-in or game extension. Or even a bit of basic coding. Anything that would allow us to effectively help the core game.
BioGloom - 2D Survival Adventure for Android
RichTomato posted a topic in Indie SceneHello Everyone! We are Rich Tomato, a team of five recently graduated game designers from Brisbane, Australia and we are here to announce that we just released our first game BioGloom on the Google Play store! BioGloom is a 2-D survival adventure game similar to other titles such as Osmos, Flow and Ecco the Dolphin. You play as Lumen, an alien angler fish struggling for survival in the depths of Earth's oceans. The game primarily revolves around the player changing their light colour to eat different coloured smaller fish whilst avoiding larger predators and hazards through four unique environments. BioGloom was created as Rich Tomato's final project for their game design course at Qantm College in Brisbane. The game went on to win Best Game and Best in Show at the SAE Qantm Grad Show on January 30th. Please feel free to download the game and give it a try at https://play.google.com/store/apps/details?id=com.RichTomato.BioGloom&hl=en. Any and all feedback is greatly appreciated and we look forward to bigger and brighter projects in the future! Follow BioGloom on Facebook at https://www.facebook.com/biogloom