Finally taking the time to post a short update to the improvements made to the NPC's of SiC in recent weeks. There's been a lot getting done to ever aspect of SiC, but the dialogue is by far the newest and least necessary element. This post is all about the NPC's of SiC, no mushy pondering this time.
NPC's dialouge. It's really simple, kinda. The player can walk up to peaceful NPC's and strike up a conversation. These NPC's are all survivors, most injured or trapped. Sometimes they'll have a useful bit of info, other times some spare supplies, and almost all of them have bits of lore and backstory to impart.
NPC's dialouge. It's really simple, kinda. The player can walk up to peaceful NPC's and strike up a conversation. These NPC's are all survivors, most injured or trapped. Sometimes they'll have a useful bit of info, other times some spare supplies, and almost all of them have bits of lore and backstory to impart.
Every character in SiC has a background each has a lovingly crafted past and while I sincerely hope players take the time to speak to each and explore that element of the game, I also fully understand that every player is different, and I'm one of those devs who'd rather allow for players to express themselves and play with mechanics. With that said. If you like. You can strait up murder any NPC in game at nearly any point.
What a monster.
Now those aren't likely to be the final effects, those're pretty rough, but that is a promise. A promise that you, as a player, will be able to not only kill, but murder if that's your thing.
Thanks,
Wyatt White
Designer of digital homocide simulators.
Now those aren't likely to be the final effects, those're pretty rough, but that is a promise. A promise that you, as a player, will be able to not only kill, but murder if that's your thing.
Thanks,
Wyatt White
Designer of digital homocide simulators.