Over the last few days I've been putting in quite a lot of time into writing an effective dialogue system that would be easy to change and update along the way.
You may not like the "Talk, Fight, Leave" prompt at the moment. Well that's good because it's just a place holder.
This system will allow us to give each NPC 10 different responses to any situation. It's currently based on reputation alone. Reputation represents your fame as well as the good/bad you've done. So when the NPC first greets you, his greeting will be entirely based on what you've done in the world.
I realize at this point a fellow game enthusiast may think, "10 possible outcomes for any topic, 100's of topics... That means this game is going to take a lot of file space!" Fear not! This game will take space of course but not nearly as much as your average studio quality game. When the first alpha is released, I expect this game to take less than 250 Mb.
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I have just finished completing what may have been the hardest part of this entire project. Path finding. Although there are a lot of functions already created for path finding, it's all about how you use it and when you need it. All of the AI's path finding is done in real-time. This means that you can block their path and they will still do anything they can to reach their destination.
Meet Jake, our first NPC. We put him in a course and told him get to the end.
Green indicates that the location is clear for the AI to navigate, while the red indicates it is not.
I wanted to see just how smart Jake really was, so I extended his course drastically. But I left him a treat!
Yes, I added cheese to the game. Just for Jake. And for you to eat of course.
I thought I would should you guys that Jake can recalculate a path in real-time.
Pretty cool huh?
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