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A new 0.910 update will be released soon, which will bring improved AI for NPCs. They will, as WN has written in the past, literally interact with each other, meet, hug, go on dates and fight. In General, completely imitating the behavior of people from reality with one remark is still a simplified version that will be upgraded in the future. However, even if simplified, this function loads the system quite heavily. The first reason for this is the game engine, which is simply not adapted to such systems and cannot adequately load the system. In the future, of course, this will be solved by radical methods, but until then, a new tab was made in the settings - performance. You can use it to customize the game completely, removing some features, errors, and deactivating the NPC.

The second reason is a huge number of miscalculations that add up in General, starting from clothing for NPCs and ending with the construction of the interface for interacting with the game world. This is a huge burden, especially if there are a lot of NPCs, but, anyway, this is just the beginning. In the future, the NPCs will only get bigger, their pool of activity will become huge, and clothing will become more diverse. Although this is far away, but the desire for it is present.

Well, the third possible reason is unoptimized code. Anyhow, there are still extra mistakes, at least because of the structure of the game itself. So far, there are few of them, they are not so significant, but in the future this may turn into a problem, although it can be solved.

If we summarize and analyze all this, we can distinguish two options for the development of events-the transition to a new game engine or the modernization of the existing one, which is still impossible and, anyway, it's too early to think about it.






Everything that was done this month:

Increased the number of generated characters to 200 when selecting optimal generation values. The maximum for point generation for non-patreon subscribers has also been increased.

Reduced the chance of initiating a dialogue on the part of the NPC.

Added two new classes, which are evenly distributed in the NPC during their generation.

Changed the system that distributes NPCs by location. Now, depending on the nature of the NPC can be found on a night walk, skipping classes, and the distribution itself during lessons has become much better: most of the NPC during recess is in the cafeteria, classroom and pool, and the other is distributed throughout the school depending on their generated preferences.

The randomized NPS generator and time detection function are optimized

Added an activity for each randomized NPC. Now they are having lunch, talking to each other, hugging each other, figuring things out - all of this affects their relationships, and these relationships affect the interactions between them.

For randomized NPCs, new attributes were added that affect events: predisposition to romantic interactions, crime, courage, etc. It also affects some interactions with and between them.

Combat skills began to be updated every hour depending on the pumping of your attributes.

The "Performance"section has been added to the settings menu. In it, you can disable some modules, miscalculations, and configure the percentage of randomized NPCs that will be active. This way, the game can be played comfortably even on the weakest device with flexible settings for performance and features.

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