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stonetoes wrote:Are portraits for NPCs even necessary? A well written description seems good enough for me. The game could end up with dozens of NPCs, I think the simplest way to deal with this issue is to bypass it completely. This gives a lot more leeway to designers in terms of rewriting/adding/removing NPCs without worrying about a portrait not matching a description, or needing to commission new art. I guess I see portraits as being like voice-acting: a restriction on the writing, which should come first and not be dependent on other factors.
Repetitive enemies are a tough one, but having partly randomised equipment as discussed in another thread is a good solution. All those thugs look the same, but you don't know if one of them is going to have a molotov cocktail or an SMG full of AP rounds to spring on you mid-fight.
golgepapaz wrote: Considering there are at least 120 something $1000 pledges we probably see lots of different NPCs since you can opt to choose onein your likeness. Just hoping the names won't stand awkward
stonetoes wrote:golgepapaz wrote: Considering there are at least 120 something $1000 pledges we probably see lots of different NPCs since you can opt to choose onein your likeness. Just hoping the names won't stand awkward
Well it says "BECOME AN NPC, WEAPON, OR LOCATION", so some of those people won't be NPCs. Either way we're getting lots of NPCs, lots of Guns, or lots of locations.
BMF wrote:If the engine is a modern 3D engine they should build in a randomiser for NPCs that would change their facial structure and randomise what gear they are using so that no 2 NPCs look exactly the same.
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