Don Bloomfield in Australia, another bearded glasses wearing friend of mine, joins this weeks update. While working on the economy I had to come up with a new way of handling NPC state and actions. This week is a design explanation of the AI Task system and what that means for the game.
Update #67: Economy Ver 2
Update #66: Archmage Rises Shall Continue
Update 65#: Making Games is Hard
Update #64: Inside Build 11: It's the Economy, Stupid!
Update #63: Inside Build 11: Equipment
Update #62: Where's the Magical Beef?
Update #61: Inside Build 11: NPC Brains and Relationships
In this update we show how a variety of interactions can grow a relationship. And new ones become available as you increase or decrease the stages of the relationship. Repetition doesn't work in relationships, so I had to retool the NPC brain to be able to efficiently store and quickly retrieve everything that happens to them (with timestamps) so they can react correctly to someone spamming the same choices.