I was away in vacation this week, so I didn’t get much time to work on my game. It was a lot of fun and I got to get some much needed rest.
My time was spent mainly on how NPCs react to player forced attacks (i.e. when the player is attacking a peaceful NPC willingly):
- Force attacks now use the CTRL key (rather than SHIFT); Unity seems to have a bug in Windows with the SHIFT key down status combined with keypad directions.
- Force attacking an NPC now worsens your relationship with the NPC to -100. The NPC will then attack you on sight; if you flee and go see them again, they will taunt you and attack you again.
- Some animals are now neutral and won’t attack you unless you force attack them. Bards will have an ability to tame animals, so this was a requirement for the ability to work.
- I had to disable guards helping out merchants getting attacked for now; it wasn’t fun as all city guards came to help a citizen in danger. It became impossible for the player to defend himself against so many NPCs. I’m trying to find a better way to handle this, I will prototype a few ideas to see if they’re fun.
NPC merchants no longer offer trade outside work hours; they complain that you should come back to see them when their shop is open. The next step is to make them angry when you enter their houses at night, affecting your reputation! I am also planning to make them lock their workplace when leaving once the locking system will be in place.
I also fixed miscellaneous AI/UI bugs, tree shader bugs, updated the tutorial text and did some maintenance on my backlog.
GIFs for this week:
Force attacking NPCs will affect your reputation; NPCs remember your actions and become hostile to you when you get in their sight:
Here is a merchant walking home after work, no longer available for trading:
Here is a merchant walking home after work, getting murdered by undead wandering around the town at night:
Take care and see you next week!