The Fall: Last Days of Gaia gets an all new look.
Extended Info: Updated by Kotario
Along with the interesting new visual direction of the website and new screenshots, information has been released on the battle system and Living World Architecture (LWA).
<blockquote>After having worked on the LWA for more than one and a half year it is now possible to establish almost any kind of dependency between arbitrary objects in the game, no matter if it's characters, map objects, buildings, items or tools. The LWA also manages the general behaviour of the NPCs and the enemies of the player. Every single character has a set of activities he will follow depending on certain circumstances. Time plays an important role as an NPC has several tasks he can address during the day. And depending on their preferences characters will go to sleep in their bed or whatever resting place they have at night.
All these activities and behaviour patterns can be assigned individually, of course. One could create any imaginable setup, however, it is crucial that the tasks fit to the NPCs since they're extensively commenting on whatever challenge they're currently facing and their living conditions in general. And through aforementioned dependencies we can establish relationships between characters (love, hate, envy etc.) or model the preference for certain objects or hobbies - tech expert, gun fanatic or survival specialist to name a few.
To sum it up, the Living World Architecture is a powerful, efficient and flexible tool, enabling us to construct credible and dynamic worlds for all types of Role-Playing Games.</blockquote>Hope LWA lives up to Silver Style's description of it.
Check it out: The Fall
Thanks to Glowbewohner for the heads up.
Extended Info: Updated by Kotario
Along with the interesting new visual direction of the website and new screenshots, information has been released on the battle system and Living World Architecture (LWA).
<blockquote>After having worked on the LWA for more than one and a half year it is now possible to establish almost any kind of dependency between arbitrary objects in the game, no matter if it's characters, map objects, buildings, items or tools. The LWA also manages the general behaviour of the NPCs and the enemies of the player. Every single character has a set of activities he will follow depending on certain circumstances. Time plays an important role as an NPC has several tasks he can address during the day. And depending on their preferences characters will go to sleep in their bed or whatever resting place they have at night.
All these activities and behaviour patterns can be assigned individually, of course. One could create any imaginable setup, however, it is crucial that the tasks fit to the NPCs since they're extensively commenting on whatever challenge they're currently facing and their living conditions in general. And through aforementioned dependencies we can establish relationships between characters (love, hate, envy etc.) or model the preference for certain objects or hobbies - tech expert, gun fanatic or survival specialist to name a few.
To sum it up, the Living World Architecture is a powerful, efficient and flexible tool, enabling us to construct credible and dynamic worlds for all types of Role-Playing Games.</blockquote>Hope LWA lives up to Silver Style's description of it.
Check it out: The Fall
Thanks to Glowbewohner for the heads up.