I've been working on the emergent gameplay aspects this morning. Now, NPCs remember experiences like talking, being chased, etc and commit it to memory. This drives behavior, dynamic dialog, etc and creates a living world.
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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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Antwort an @Pyramid_Lake
That's a whole other level and it's awesome!
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Thanks! It's something I've wanted to play around with and built the engine around. So the core memory portion only took about 30 minutes to add. Now I'm setting up "landmarks" so the memory includes a general location aspect too.
Das Laden scheint etwas zu dauern.
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