Vault Senior Citizen
Joined: 08 May 2007
Location: SF, CA
|Posted: Thu Mar 25, 2010 10:47 Post subject: Shelter weekly update (03/24/2010) - dialogue radius
|Examining Fallout reveals a number of necessary mechanics that were otherwise taken for granted. One of them is having people "guard" places. This means, keeping YOU out. Using the passability+combat mechanics alone, this is very hard to control - the player may find a way to sneak past, Frogger-style, between patrolling guards, or even between their AI area scan intervals.
That's why in some key places Fallout used "dialogue aggro radius". When you are within a set distance of an NPC, you are forced into dialogue. At the end, you are pushed out of the aggro zone.
Similar was required for Hillside Penitentiary, where you ask a guard to see the Warden. Through Zorlag tying actions to dialogue, you are transported into the Warden's room, where you're NOW caught by his "dialogue aggro radius". You can ask him to return you to your cell, so you get teleported back.
Much functionality is still unrefined and missing, but the work is underway. Once Hillside Penitentiary becomes a playable place, it will serve as design template for other areas in Shelter.
Also, I believe I have found a way to bring back "NPCs surrendering to player" functionality with dignity. I.E. so that it doesn't ENTIRELY break the world.
Compound (isometric RPG) teaser video (11/28/13)