Locked NPC Interactions (Amy)


Hello!  It's Amy, and I'm here with another update from the engineering side of development.  Lately, I've been working on modifying the dialogue system to make it easier for the narrative designers to work with.  Since details such as the layout of the game world and the placement of NPCs are determined randomly each time the game starts, it's been difficult for the narrative team to present the dialogue to the player in any kind of linear way.  

For that reason, they asked me to develop an "unlocking" feature that would change NPC dialogue after the player has met specific conditions.  That way, the player will receive all of the story-related dialogue in a particular order designed by the narrative team.  NPC 2 will not reveal any important information  until the player has spoken to NPC 1, and so on.  I'm excited about this new feature because it will allow the narrative team to convey the story more effectively without restricting the player's ability to explore.


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