Zetheros
Developer
Hey Exanimates,
In our last diary we talked about some of our immediate goals for AI and the role system, this is a series of things that provide NPCs with better awareness, more behaviours and interactions. Since then we've been gradually implementing and testing these features, and as we did this we ran into some complex dialogue issues. Right now we're mostly focusing on improving the dialogue system to handle these more complex and frequent interactions.
The dialogue system is designed to be very dynamic. Rather than well known scripted events and dedicated dialogue modes and moments, communication is something that can happen naturally at any time and during any other activity. There's a lot of factors contributing to when and if certain dialogue is used, not just simple triggers. You can even talk during combat or anything else, and so might NPCs, but only if it's appropriate, with context, urgency, relations and emotional states and all sorts affecting these things. There can even be multiple dialogues running at once between different people, and people can join and leave or interject into conversations. On top of all this, all role interactions are remembered by characters, the status and details of their relationship are being constantly updated by multiple things at once and stored permanently.
All this is to make characters feel alive and intelligent with lots of potential for cool emergent behaviour. That last part is particularly important to us, it shouldn't feel like scripted moments, but things that actually happen organically.
One of the first problems we had to tackle is NPCs dealing with multiple dialogues at once, knowing what to prioritise, when to wait before saying something else and so on. Synchronising the various relation updates from multiple dialogues, activities and events was also a back end issue we had to solve and optimise. Because the system is so open and broad in scope, we need to try to account for every hypothetical scenario, even if rare. We're working on other features too, like NPCs repeating urgent requests and becoming annoyed or concerned if they don't receive a reply, with a reaction that is appropriate to the specific context. In general we've made a bit of a shift in functionality, with less focus on raw scripting of roles and dialogue and more on AI handling common behaviours so that we can support a better emergent style while also removing some of the burden of scripting complex role interactions.
As we tackle and explore these things and develop features we see the potential for many more applications. They are sometimes quite niche, and currently we don't often have the right content to feature a lot of them, but it opens many doors for content to come, giving us more tools to create interesting gameplay elements and situations.
Beyond progress on roles and dialogue, we're working on new content, and a few other things besides. The new area is a pretty big departure from previous content and we've been making many changes and additions to support it. Right now we're also focusing on our vegetation art pipeline to produce many high quality and efficient assets. We're also continuing to improve many assets throughout the game, and we're completely overhauling many older overworld / arena items, improving them dramatically.
Best,
Bare Mettle
In our last diary we talked about some of our immediate goals for AI and the role system, this is a series of things that provide NPCs with better awareness, more behaviours and interactions. Since then we've been gradually implementing and testing these features, and as we did this we ran into some complex dialogue issues. Right now we're mostly focusing on improving the dialogue system to handle these more complex and frequent interactions.
The dialogue system is designed to be very dynamic. Rather than well known scripted events and dedicated dialogue modes and moments, communication is something that can happen naturally at any time and during any other activity. There's a lot of factors contributing to when and if certain dialogue is used, not just simple triggers. You can even talk during combat or anything else, and so might NPCs, but only if it's appropriate, with context, urgency, relations and emotional states and all sorts affecting these things. There can even be multiple dialogues running at once between different people, and people can join and leave or interject into conversations. On top of all this, all role interactions are remembered by characters, the status and details of their relationship are being constantly updated by multiple things at once and stored permanently.
All this is to make characters feel alive and intelligent with lots of potential for cool emergent behaviour. That last part is particularly important to us, it shouldn't feel like scripted moments, but things that actually happen organically.
One of the first problems we had to tackle is NPCs dealing with multiple dialogues at once, knowing what to prioritise, when to wait before saying something else and so on. Synchronising the various relation updates from multiple dialogues, activities and events was also a back end issue we had to solve and optimise. Because the system is so open and broad in scope, we need to try to account for every hypothetical scenario, even if rare. We're working on other features too, like NPCs repeating urgent requests and becoming annoyed or concerned if they don't receive a reply, with a reaction that is appropriate to the specific context. In general we've made a bit of a shift in functionality, with less focus on raw scripting of roles and dialogue and more on AI handling common behaviours so that we can support a better emergent style while also removing some of the burden of scripting complex role interactions.
As we tackle and explore these things and develop features we see the potential for many more applications. They are sometimes quite niche, and currently we don't often have the right content to feature a lot of them, but it opens many doors for content to come, giving us more tools to create interesting gameplay elements and situations.
Beyond progress on roles and dialogue, we're working on new content, and a few other things besides. The new area is a pretty big departure from previous content and we've been making many changes and additions to support it. Right now we're also focusing on our vegetation art pipeline to produce many high quality and efficient assets. We're also continuing to improve many assets throughout the game, and we're completely overhauling many older overworld / arena items, improving them dramatically.
Best,
Bare Mettle