How to kiss NPCs đ Streets of Fortuna Dev Update
Tanya here. Today Iâd like to talk about how we allow players to build relationships with NPCs, whether itâs friendship or kissing or falling in love.
Full notes
Full Streets of Fortuna update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions0 changes0 removals
Gameplay
Balance
addedSo rather than maintain hundreds of different dialogue trees, we just have one that almost all characters use. Weâre going to work on this game for a long time, so we want to make sure we can keep adding logic to EVERYONE simultaneously. So for example, if I add a special greeting from a friend when they are Greedy, it will immediately improve all of the NPCs.
addedFor example, letâs go back to the âHello_Friendâ line and add a bit of extra flavor for if theyâre Greedy. Weâll have them already looking to benefit themselves, asking âGot something for me?ââ and now every NPC in the game who is ready to talk, and considers you their friend, but is Greedy, will use this line as a greeting. Meanwhile, someone who's a Miteran Zealot is going to invoke God in their greeting, etc.
addedYou can see that the central logic generally depends on context (are they your Nemesis? are they busy working right now? do they hate your guts for some other reason?) but the exact wording is flavored according to the NPCâs personality, culture, etc. Steam post imageInfluence tests are also customized according to any relevant context of character traits, situation, relationships, etc. You can see here that trying to get a guard to talk to you is harder if theyâre diligent, but easier if theyâre lazy or talkative, and probably evens out if theyâre both diligent AND talkative. Letâs add another penalty if theyâre Wary. Boom, all Wary guards are now harder to talk to. Steam post imageWeâre elaborating the crime-related dialogues first as we make NPCs able to confront you or forgive you, but as we go weâll add more options to do with getting information or asking for favors or building your relationship with more nuance. Right now in the game itâs actually quite difficult to kiss someone unless youâre very very lucky, even if they have the secret trait âAttractedâ (i.e. they find the player character attractive) which I guess isnât as fun as intended, so weâll have to balance that influence test formula to take some interesting effort, to create the potential for more interesting user stories. At least for NPCs that arenât Lusty, anyway. Balancing in this game is often less about making things harder or easier but instead making sure the player has many possible tools to improvise with.
Streets of Fortuna changes
addedSo rather than maintain hundreds of different dialogue trees, we just have one that almost all characters use. Weâre going to work on this game for a long time, so we want to make sure we can keep adding logic to EVERYONE simultaneously. So for example, if I add a special greeting from a friend when they are Greedy, it will immediately improve all of the NPCs.
addedFor example, letâs go back to the âHello_Friendâ line and add a bit of extra flavor for if theyâre Greedy. Weâll have them already looking to benefit themselves, asking âGot something for me?ââ and now every NPC in the game who is ready to talk, and considers you their friend, but is Greedy, will use this line as a greeting. Meanwhile, someone who's a Miteran Zealot is going to invoke God in their greeting, etc.
addedYou can see that the central logic generally depends on context (are they your Nemesis? are they busy working right now? do they hate your guts for some other reason?) but the exact wording is flavored according to the NPCâs personality, culture, etc. Steam post imageInfluence tests are also customized according to any relevant context of character traits, situation, relationships, etc. You can see here that trying to get a guard to talk to you is harder if theyâre diligent, but easier if theyâre lazy or talkative, and probably evens out if theyâre both diligent AND talkative. Letâs add another penalty if theyâre Wary. Boom, all Wary guards are now harder to talk to. Steam post imageWeâre elaborating the crime-related dialogues first as we make NPCs able to confront you or forgive you, but as we go weâll add more options to do with getting information or asking for favors or building your relationship with more nuance. Right now in the game itâs actually quite difficult to kiss someone unless youâre very very lucky, even if they have the secret trait âAttractedâ (i.e. they find the player character attractive) which I guess isnât as fun as intended, so weâll have to balance that influence test formula to take some interesting effort, to create the potential for more interesting user stories. At least for NPCs that arenât Lusty, anyway. Balancing in this game is often less about making things harder or easier but instead making sure the player has many possible tools to improvise with.
Tanya here. Today Iâd like to talk about how we allow players to build relationships with NPCs, whether itâs friendship or kissing or falling in love. Steam post imageA you may recall, this game simulates thousands of citizens. As a sandbox, weâre trying to help the player tell their story, not listen to OUR story.
So rather than maintain hundreds of different dialogue trees, we just have one that almost all characters use. Weâre going to work on this game for a long time, so we want to make sure we can keep adding logic to EVERYONE simultaneously. So for example, if I add a special greeting from a friend when they are Greedy, it will immediately improve all of the NPCs.
Steam post image A single NodeCanvas can be a bit overwhelming since itâs trying to handle all possible traits, contexts, situations, relationships, etc. But if we zoom in to follow a single thread of logic, itâs more manageable.
So in the screenshot below, you can see that if youâve managed to make a friend, or start courtship, theyâll greet you differently, and other relationship types stop talking to you at all. But donât worry, they still each can have their own personality!
For example, letâs go back to the âHello_Friendâ line and add a bit of extra flavor for if theyâre Greedy. Weâll have them already looking to benefit themselves, asking âGot something for me?ââ and now every NPC in the game who is ready to talk, and considers you their friend, but is Greedy, will use this line as a greeting. Meanwhile, someone who's a Miteran Zealot is going to invoke God in their greeting, etc.
You can see that the central logic generally depends on context (are they your Nemesis? are they busy working right now? do they hate your guts for some other reason?) but the exact wording is flavored according to the NPCâs personality, culture, etc. Steam post imageInfluence tests are also customized according to any relevant context of character traits, situation, relationships, etc. You can see here that trying to get a guard to talk to you is harder if theyâre diligent, but easier if theyâre lazy or talkative, and probably evens out if theyâre both diligent AND talkative. Letâs add another penalty if theyâre Wary. Boom, all Wary guards are now harder to talk to. Steam post imageWeâre elaborating the crime-related dialogues first as we make NPCs able to confront you or forgive you, but as we go weâll add more options to do with getting information or asking for favors or building your relationship with more nuance. Right now in the game itâs actually quite difficult to kiss someone unless youâre very very lucky, even if they have the secret trait âAttractedâ (i.e. they find the player character attractive) which I guess isnât as fun as intended, so weâll have to balance that influence test formula to take some interesting effort, to create the potential for more interesting user stories. At least for NPCs that arenât Lusty, anyway. Balancing in this game is often less about making things harder or easier but instead making sure the player has many possible tools to improvise with.