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Main » Suggestion Box » Making towns feel more alive
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Posted on 12-20-12, 12:07 am (revision 2)

 

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Since: 12-06-12

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The one thing I'd really like to see more of in Noxico is more activity in town. The most NPCs do right now of course is move around a bit, and give you someone to talk to. I've come up with a couple of ideas that I hope, even given the NPCs' limitations, will make them and the towns more interesting. (Be warned, this is gonna be looooooong)

<ul>
<li>Jobs & Schedules - The rough idea behind this system is that some or even most of the NPCs in town would have jobs, and those NPCs would then have a basic schedule that consisted of sleeping at night, getting ready for work in the morning, going to work during the day, coming home or go out and do whatever they like in the evening, and then going to sleep again.

I know you already have some groundwork NPCs going to sleep at night, but what I was thinking of was something a bit more generic. Basically, each NPC would run a state machine where its current state is determined by its schedule, and those different states would both affect their behaviours and be accessible to the scene system.

For example, an NPC starts their day in the sleep state. Behaviour wise, they simply don't move, and their "current activity" token is set to "sleeping". The state machine system then checks their schedule (again, stored in their token tree) to determine what their next state is and when they should change to it. Lets say that their next state is "Eat breakfast" and that they're set to change to it at 06:30.

So when 06:30 rolls around, the state system changes their current activity from "sleeping" to "eating breakfast" and this causes them to move to the part of their house designated at the dinning room and stay there until their next state change. The same thing happens when they need to go to work and when they're ready to come home again, and then the cycle repeats day after day.

The scene system comes in to play when the player tries to interact with the NPC, and their reactions to certain prompts change depending on their current state (i.e. by adding scene filters for specific activities).

I don't really know how complicated something like this would be for you to implement, but I think it could make for some really interesting gameplay and that in the end it would be worth the effort.</li>

<li>Businesses - I know this was probably going to be a part of Noxico at some point or another, even if it was just so the player could buy things, but by integrating this with the job system, you also give NPCs someplace to be during the day.</li>

<li>NPC personality traits, history, sexual pref. etc. - This one would be pretty trivial code wise as you'd only have to add a some randomized tokens to the NPC's token tree and make sure none of them conflicted. The amount of additional written content needed to make this worth doing, however, that might be a bit more difficult. All the same, it would definitely make the NPCs feel more individual and once again make towns feel more alive.</li>
</ul>
That's all I've got right now. I don't really know what you already had planned for all of this, but let me know if you think these are workable or if you already have something better.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-20-12, 04:07 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

Posts: 129/344
Since: 06-08-12

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Well, I was already planning to have schedules for NPCs, with tokens and maybe scripts to determine how they spend the day. It's complicated enough to be dummied out until I can figure it out. You can't miss it if you look at the code.

Trading is also a thing that is planned, though I'm not sure in what way exactly.

I don't just program Noxico...
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