Earlier this week I rewrote and expanded on the dialog system in the game to allow non-quest NPCs to randomly generate dialog. Now, this will be driven by their memories, their current goal (ie going to work), etc.
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Imagine you driving through the farmer's market launching an NPC into the air. Now, days later, there is a side mission at the pizza place where they say the guy was hit by a car while at the farmer's market over the weekend and they need someone to deliver pizzas...
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Ok... I'll guess you'll soon create a giant fear wave upon approach!

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Yup! NPCs already pay attention to vehicles and if they get too close they get nervous or run away. That creates a memory of the location, vehicle, and event.

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Wait.. I didn't expect this from the genre description. Very neat.
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Thanks! It's a very casual pick up and play type of game that has a lot of depth for those that want to play it that way.
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