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Many who have read WN 34 have already noticed that the 0.910 update direction is more likely to be towards randomized NPCs once again. In addition to the already improved distribution of them by location, this week another innovation was thought out that is related to them - the interaction of NPCs between each other. The world of School Game may have seemed somewhat empty and inanimate before, but I think this will significantly fix the problem, leaving only a handful of these feelings.

At the moment, there are 30 such interactions in store, of which only a dozen have a more or less General appearance. Others are location-based interactions that are only available in specific locations. For example, learning in the classroom is available, respectively, only in the classroom, Jogging in the Park in the Park, and so on.


You can read the entire list below:

# 1-talk about the mundane, 2-talk of an intimate nature, 3-discussion of recent events, 4-feuds that do not cross the line
# 5-romantic hugs, 6-friendly hugs, 7-forced hugs
# 8-fight, 9-beating, 10-bullying, 11-extortion, 12-public insult, 13-harassment, (?) 14-rape
# 15-classroom learning, 16-library learning, 17-other types of learning using books, tablets, and other devices
# 18 - jog in the Park, 19-other type of jog(stadium)
# 20-shopping with a friend, 21-Dating(behind school), 22-pen walking and cute cooing
# 23-sitting your ass on a bench(school yard, Park), 24-playing games on a portable device, 25-helping the student Council(dragging papers from one point to another)
# 26-swimming in the pool, 27-eating lunch in the dining room, 28-trying to stop a fight near, 29-trying to protect a person who is being bullied/extorted money/publicly insulted etc
# 30-records something on camera for the newspaper

Each of them will add, and maybe even decrease their relationship between each other, depending on the success of this process.

As one of the possibilities, the player will be able to join the communication of NPCs. You will be able to talk, extort money, and perhaps even join your classmate's run, keeping them company, as well as improving your relationship with them.

You can see how it will look from the visual side below:



The distribution of all this activity will follow a simple and logical scenario based on real-life behavior. However, at the moment this is just an imitation, which in theory will improve with each update, so now this whole system can be considered as incomplete, or already independent-it all depends on the degree of perfectionism of the reader.

Most of them focus on everyday dialogues, depending on the direction of the NPC. If the latter is more aggressive, arrogant, or perhaps stupid, then most of the dialogue should consist of feuds and discussion of events that have already occurred. Also, such characters are not populated with ordinary / romantic dialogues, but they are less likely and appear 33 percent less often than feuds, fights, and the like, and those mostly occur with the same category of personalities.
Learning from such a category is rarely, but still sometimes they give us something, but podobnym do. Mostly to avoid getting kicked out of school.
They can often play sports, but nevertheless do not exalt the healthy lifestyle as something necessary. To be brief, these are semi-Russian gopniks, but more attached to fights.

The average dialog drop - out value is 70. Decreases when the character is too romantic, if there is a character with whom you can once again kiss, hug, etc.

Location interactions, etc. act as a residual probability, which increases if it is possible at all. Thus dialogues 55 percent, training 85 and the rest of the romance. Also, it all depends on the character, romance and susceptibility to crime, which can significantly reduce these standard values. For example, a sociable and reliable NPC will prefer communication rather than location interaction. However, it is also more susceptible to mass events, such as rape(a rough and currently impossible option) with a high exposure to crime.

The haughty, reclusive, and weak will prefer more locational interactions than dialogs. Some will not take romance into account at all in such cases, such as recluses.

Dating, kissing, hugging, and the like - romantic interactions

Dialogues about nothing, about the ordinary, and so on-ordinary dialogues

Fights, extortion, bullying, etc. - criminal interactions

Study in the classroom, school, swimming in the pool-location


Similarly, the ratio of employed over unoccupied will be 80/20.



Attention! At the moment, this is just a presentation of work plans for the 0.910 update. Most of what was written is still under development, but it will still be present in the new update.

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