Full notes
Full Sinking Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
NPC Idea Hello everyone!, I wanted to let you know our current Idea for the potential implementations of NPCs into the game. The following is mostly Hypothetical, it doesn't mean the final result will happen nor could it be exactly as described below, ----------------------------------
By using the multi layer system I thought it would be good to create some sort of NPC character and Nodes The nodes would really just be a simple colored paths in it's own layer, using color coded nodes would allow the creation of zones and specific "behaviors" in each and used as the pathway of the NPC inside the ships
the amount of NPC types could be controllable in the toolbox the NPCs would be a sprite character (most likely a very simple shape like a stick figure) they would be scalable in the toolbox so they can be the right size for the ships. Their default size would be 1.8 pixels in height with a possible variation up to 0.05 on either sides in order to give a bit of varieties
NPC TYPES
Crew members / Staff White or light grey in colour, they have access to every zone
Passenger & Class Dark grey or black in colour, they can move only in their appropriate class level and the one below them
Engineers Dark red in colour, they can only travel in the Staff only areas
VIP Custom NPC, They can go anywhere, possibility of giving it a name tag, can be any colour (default blue) We can also make a list of randomly generated names and take in the names submitted by people who donate 5$ or more (conditions apply)
NPC Appearance
We can use sprites of various kinds to show the NPCs in the game. Here are a few simple designs I have made in about a minute. They can of course be more complex
ZONES
lifeboats
this zone is accessible only when the alarm is triggered (custom button in the toolbox or any of the menus)
All NPC types will try to reach the zone, Priority by class type (can be toggled off)
Each pixel can contain up to 16 NPC , it takes 10 seconds (or manually triggered) for NPC to trigger the Lifeboats and be safe (disappearing , possibly adding a counter for a survivor stats
Lifeboats will not deploy on their own if the passenger count is below half (8), Players can always manually override it and deploy them at any moment
Possibility of spawning a Lifeboat Sprite/particle when it is deployed, if so, then it could be designed by the players
Passenger, Class
3 different colours for 3 different permissions level, 1 2 and 3 for the class, it can be toggled off to disable class restriction NPC will pass most of their time in their respective areas
Staff only
Areas accessible only to the staff/crew of the vessel
Hole
This “zone” is automatically generated when the ship has any sort of structural failure, It is created only around the parts of the structure that are exposed to “air” with the exception of the natural/intended edges of the ships
If a NPC enter this zone, the NPC “Falls” off the structure right into the open sea or it is added to the Death count
Staff NPC may be able to perform small repairs to the structure
AI BEHAVRIORS
All Npc just moves in a pseudo random direction following the nodes they are linked to unless they commanded otherwise (emergency AI override)
All Npc will die "drown" once they are underwater for more than 15 seconds
All Npc will die if they float in the sea for more than 1 minute or if the temperature is above 100°C, (could be timed as well, the “survivability time” would be inversely linear to the temperature for instance, at 50°C it’s 1 minute, at 100°C it’s 10 seconds
All Npc (except Engineers) avoid water, if possible using Pathfinding on their nodes Engineers will try to repair the structure in their path, they will actively seek to put down Fire with the help of Staff
If the alarm is on, NPC will ignore Class/zone restriction in order to reach safety.
If there is no lifeboat available (or in reach) NPC will move to the farthest point away from water
No NPC can pass through the hull materials. Hence it is important for ships to have a proper interior design that facilitate their movements
TOOLS
Add NPC
Creates NPC using the left mouse click (can also remove the NPC using the right click or a bind such as Shift + Left click )
Kill NPC
Removes NPC from the ships but adds them to the Death counter
Alarm
Turns on/off the alarm and reset NPC behaviors (If Logic gates are implemented, the Alarm could be toggled by them)
Streaming Integration
An integration to the major streaming platforms allowing views interaction with the game. For instance, naming NPC after themselves or creating live Polls
Stats
Total count of NPC onboards, possibly counting each class as well
Death count, (restarts when reloading or changing ships)
Safe count for all NPC that have reached safety
Secret Death count - A death count that doesn’t reset until the game is closed, (accessible using the dev tools)
Each NPC can have their own name and Biography, they can be changed at will by the player, However, by default, we can use a random name generator and possibly add permanently the name of Patreon Supporters and potentially others
If Achievement can be implemented, those stats could be used to unlock some For instance, the achievement “A night to remember” could be triggered when the death count reach at least or exactly 1517 people while playing on the night settings
Source
Changelog.gg summarizes and formats this update. How we read updates.
