Despite this detour, we have made progress on AI and role features. Our approach continues to be to focus on the most difficult problems first and solve them well before we do many things with what we have. This will be the focus of initial testing, to properly identify what players notice most and any issues, so we can finalise the systems that will support more roles and interactions. There's practical elements here, and of course expanding AI capabilities has many gameplay implications, but we're mainly focused on immersion and lifelike NPCs. We really don't want any of this to feel like gamey features.
This means we're quite detail orientated, the little things such as how characters move and look around and how they describe what they found, that don't fundamentally change the functionality, but makes all the difference in our eyes. Dialogue in particular, with common and repetitive speech, has been quite difficult. We want to make it varied, flow from previous remarks and responses, while accommodating diverse grammar required by dynamic elements. This creates a large scope problem that needed new approaches. It does need care and effort, or we could break immersion rather than contribute to it. We might not immediately land where we'd like to be, there's always room for more nuance and variation, but the important thing is that we're building it in the right way and not cutting corners early.
It's been a very busy month, working on many different things besides and tying various loose ends. From here we should be able to focus on getting the role functionality ready for a test release, while we continue work on the next major content release.
Best,
Bare MettleNews Liste Exanima
Despite this detour, we have made progress on AI and role features. Our approach continues to be to focus on the most difficult problems first and solve them well before we do many things with what we have. This will be the focus of initial testing, to properly identify what players notice most and any issues, so we can finalise the systems that will support more roles and interactions. There's practical elements here, and of course expanding AI capabilities has many gameplay implications, but we're mainly focused on immersion and lifelike NPCs. We really don't want any of this to feel like gamey features.
This means we're quite detail orientated, the little things such as how characters move and look around and how they describe what they found, that don't fundamentally change the functionality, but makes all the difference in our eyes. Dialogue in particular, with common and repetitive speech, has been quite difficult. We want to make it varied, flow from previous remarks and responses, while accommodating diverse grammar required by dynamic elements. This creates a large scope problem that needed new approaches. It does need care and effort, or we could break immersion rather than contribute to it. We might not immediately land where we'd like to be, there's always room for more nuance and variation, but the important thing is that we're building it in the right way and not cutting corners early.
It's been a very busy month, working on many different things besides and tying various loose ends. From here we should be able to focus on getting the role functionality ready for a test release, while we continue work on the next major content release.
Best,
Bare Mettle
Release:29.04.2015
Genre:
Action-Rollenspiel
Entwickler:
Bare Mettle Entertainment
Vertrieb:
Bare Mettle Entertainment
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
