AI/NPC/Living world

All discussion related to gameplay features and suggestions on Kinstrife
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RATRATRAT
Serf
Posts: 1
Joined: Thu Sep 20, 2018 6:37 pm

Thu Sep 20, 2018 7:17 pm

Hi guys! Just bought your game, still a bit struggling with controls, but I guess just a little practice required. ;)

Could you share your plans in regards to Game world and NPC/ AI? I assume it's going to be an Open world game, what is the role for NPC? Are they going to be static quest givers? Or are they will actually live - not only day/night routine simulation, but something more advanced - like have their own NPC goals (build houses and villages/kill and rob each other/ go hunting or get drunk/ buy and sell stuff), a life simulation rather than a static pre-set world filled with scripted events? Will the game world react to your actions?
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christoph
Developer
Posts: 24
Joined: Sun Apr 22, 2018 1:57 pm

Thu Sep 20, 2018 10:39 pm

Hey there!
RATRATRAT wrote:
Thu Sep 20, 2018 7:17 pm
Hi guys! Just bought your game, still a bit struggling with controls, but I guess just a little practice required. ;)
Heh, that's certainly the case but we're also curious if there's anything you'd do differently!
Could you share your plans in regards to Game world and NPC/ AI? I assume it's going to be an Open world game, what is the role for NPC? Are they going to be static quest givers? Or are they will actually live - not only day/night routine simulation, but something more advanced - like have their own NPC goals (build houses and villages/kill and rob each other/ go hunting or get drunk/ buy and sell stuff), a life simulation rather than a static pre-set world filled with scripted events? Will the game world react to your actions?
Note that we are currently working on an arena mode, which does not contain much of a game world. After that, however, we will be moving on to the campaign. To answer your last question first: Yes! That is actually the most important thing to us. There will be scripted events, but those will be about decisions and choices, which will impact the course of the game. There won't be quest givers - those events are probably the closest thing to quests in the game. Our plans for the campaign gameplay are very system-driven. We believe that your motivation to do anything in the game as a player should be driven by an internal motivation instead of a static quest giver - you will set up plans and strategies by yourself in order to survive and build up your team & base.
Since this is our first game and we're only a team of two, we will keep the scope small. We like to be honest, and the truth is that a good life/world simulation is not something we can pull of in a reasonable time frame - especially because our combat system is a very ambitious and labor-intensive project by itself already. We will simulate things - but we want to simulate them well, so we will focus on what will be important to the core campaign gameplay, such as food management and morale of the team. To put it in game developer's terms: It's about the impression of a complex and living world, and we believe that we can deliver that without simulating everything in detail, especially if it's only vaguely related to core gameplay.
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