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Last week, new edits related to customization were described: the previously mentioned point generation of NPCS and their settings are still in development, as well as other innovations. More detailed work on the behavior and realism of randomized NPCs has begun. Describing it in a little more detail, we can highlight several aspects:

First, new events and interactions were made, the course of which will be affected by the player's reputation, character, and relationship with the chosen NPC for communication. Accordingly, your choices will change NPCs' opinion of you. In case you are a good conversationalist, you make friends or better. Non-users will show independence in the form of their own initiative to start a conversation or other actions.

Secondly, it is worth mentioning that the NPC has a reaction to the player's actions: it will be positive or Vice versa, negative, affects both the motivation of the hero to perform these actions, and the very view of the situation from the NPC, based on its characteristics, character traits and gender. Simply put and using examples, if you live with the same Yuki, there will be rumors about you among the students. The same will be true for all global actions of the character, which at least a little, but can affect everyone: the use of Meiko by everyone, changing school uniform, etc.


You can read the work done here:

https://1drv.ms/w/s!Ajnawunn50oDhmRyAzvVTAq4OWQS

And here:
https://1drv.ms/w/s!Ajnawunn50oDhnTcW9k8orPpng-q

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