new "types" of NPCs - more diverse interaction
Posted: Mon Dec 19, 2011 11:15 am
shrines
Standing stones, shrines, fountains to drink from,... that heal or give you an actor condition when you "talk" to them. This could be beneficial, harming or both (like more damage, but less life). I don't know if it's possible with the current dialog system, but a 60% chance of blessing, 20% chance of nothing, 20% chance of bad things happening shrine would also work quite well. This could also be a great quest tool (you need to drink from this to kill that boss/pass that door/...).
crafting stations
example: oven.
Talk to the oven, it gives you a number of options to cook (depending on which recepies you've got in your inventory maybe?). Imagine a "cook meat" recipe, the dialog would remove 1 meat and add one cooked meat. Offcourse this system can also be used to create anvils for forging, apothecary tables for mixing potions,...
Trees, rocks, fireplaces ...
Trees for cutting down to get wood for fire and crafting, rocks to mine ores, fireplaces to burn wood on (leaves ash as crafting ingerdient?), ... and other crafting stuff supplying npc's would be great. Maybe requiring an axe / pickaxe / tinderbox ... in inventory to do this?
Doors/roadblocks/...
closed doors in dungeon that require a key to open, a certain amount of damage to break,... Maybe even different ways to open those doors ("bash down" option if your char does at least X damage, pick lock if you've got lockpicks in your inventory, only opens if you've got the right key,...).
You'll see that in most types of NPCs I suggested, there's a requirement of some sort. That gives the developers the chance to define where and when the character has access to these kinds of things (like do the cook meat quest to get the recipy).
Standing stones, shrines, fountains to drink from,... that heal or give you an actor condition when you "talk" to them. This could be beneficial, harming or both (like more damage, but less life). I don't know if it's possible with the current dialog system, but a 60% chance of blessing, 20% chance of nothing, 20% chance of bad things happening shrine would also work quite well. This could also be a great quest tool (you need to drink from this to kill that boss/pass that door/...).
crafting stations
example: oven.
Talk to the oven, it gives you a number of options to cook (depending on which recepies you've got in your inventory maybe?). Imagine a "cook meat" recipe, the dialog would remove 1 meat and add one cooked meat. Offcourse this system can also be used to create anvils for forging, apothecary tables for mixing potions,...
Trees, rocks, fireplaces ...
Trees for cutting down to get wood for fire and crafting, rocks to mine ores, fireplaces to burn wood on (leaves ash as crafting ingerdient?), ... and other crafting stuff supplying npc's would be great. Maybe requiring an axe / pickaxe / tinderbox ... in inventory to do this?
Doors/roadblocks/...
closed doors in dungeon that require a key to open, a certain amount of damage to break,... Maybe even different ways to open those doors ("bash down" option if your char does at least X damage, pick lock if you've got lockpicks in your inventory, only opens if you've got the right key,...).
You'll see that in most types of NPCs I suggested, there's a requirement of some sort. That gives the developers the chance to define where and when the character has access to these kinds of things (like do the cook meat quest to get the recipy).