I finally finished that torturous menu rewrite mid Wed. I then returned to knocking off tasks and improving the gameplay of Build 11, starting with Equipment.
Thomas broke the game. With nothing really to show, we address a key fan question, the elephant in the room so to speak, of where is the magic in Archmage Rises?!
Update #61: Inside Build 11: NPC Brains and Relationships
In this update we show how a variety of interactions can grow a relationship. And new ones become available as you increase or decrease the stages of the relationship. Repetition doesn't work in relationships, so I had to retool the NPC brain to be able to efficiently store and quickly retrieve everything that happens to them (with timestamps) so they can react correctly to someone spamming the same choices.
Then we do something we never did before: about half way through the video we dive into the code and show some of the efficiency gains from the refactoring. We hope this is of interest to developers out there.
In this update I show another way this game allows realistic interactions with NPCs: Jokes and Insults. And then how you can take those jokes and use your performance skill to put on a comedy routine at the local inn.
This week I rewrote and funified a core system that has been broken for a long time: NPC conversation. In this video I show the new version of the system. It's not perfect yet, but I now think I'm on the right track with the accumulation, leveling, and discovery of Interests.
We continue to the hard work of making the game release ready. Archmage is ambitious and our goal is to make something as deep and interesting as Dwarf Fortress or Crusader Kings II, yet accessible to everyone. In this update we show the beginnings of character creation and customization, life aspirations, and the detailed NPC relationships view, and announce something weird that is happening with Nic.
See the article for the 28(!) improvements made this week alone.