- Apr 11, 2018
- 105
- 75
The core animation scene gets ever closer to completion.
Meanwhile I'm fleshing out various modes of play.
Specifically focusing on non-combat roleplaying.
Certain rpgs make it possible to progress just through smooth talk and cunning.
While strictly speaking non-violent adventure games aren't that few in number,
it's only in a few instances like Age of Decadence where the violent and non-violent
approaches run parallel to one another with both paths being fully fleshed out.
Imagine if Myst or Riven or any old Sierra click-em-up* were actually combat-heavy games
but by employing stealth, persuasion and manipulation of puzzle/trap elements
you beat them much in the same manner as normal.
Conversely, imagine if you could talk your way through every Max Payne game,
hoodwinking all the mobsters and not blowing your cover even to the very end.
Another specter that has always hung over me when considering game design is the civil war diplomacy scene in Skyrim.
Imagine if the war proceeded dynamically even if you weren't present and you affected the outcome via espionage and verbal ploys.
Such a thing is already possible in Romance of the Three Kingdoms games where you can make a far greater difference
to the war's outcome on the debate stage, and hiring the most talented people, compared to the battlefield.
There's absolutely no obligation to go dungeon crawling if you don't feel like it.
There are over 100 professions from peddler to farmer, from beggar to prostitute.
RF will also feature a complex haggling system that still allows batch buying and selling.
Now you can reenact the "ten-shekels-you-must-be-mad" scene to your heart's content.
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Also, I had someone contact me with some specific technical questions about the game.
I'm grateful for the engagement but please ask publicly so everyone can see the answers.
One of their key concerns was possible performance issues due to the high number of blendshapes per model.
We actually tested a wargame prototype in Unity using the exact models used in RF
and were able to have dozens of them on screen simultaneously with no issue.
With 50% LOD models and lower res textures we were able to push that into 100s.
Now of course with all the other objects being rendered in an exploration-focused game,
along with overhead from animations, these numbers are certain to come down at runtime.
But in game development as in life there are no solutions, only trade-offs.
Users can configure the fidelity of the models, LOD distances and total on-screen population per their systems.
By all means let me know if there are other issues, design or practical, players have concerns about.
*I invented the term "click-em-up" to describe the genre formerly known as "point-and-click" and you have to pay me every time you use it.
This includes if you read the post aloud.
3/22 - Working on German localization
3/24 - Working on vehicles and large mountable creatures
3/26 - Sorting the new Sonniss files for 2024
3/28 - Our coder has gotten really sick and so I'm taking over for him until he recovers
3/30 - Running time-lapsed simulations of the dynamic economy code
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