Welcome to Forensic Friday 68! We've shifted to a fortnightly schedule, and boy, has it been a busy couple of weeks. We've been tying up loose ends with category C intake, introducing new art assets, and sorting out staff hiring. Fashioncorp is back in action with a focus on managing clothes for NPCs. Category C onboarding is now a thing, complete with a complex workflow involving processing, erasure, and alignment. We've also got new art assets like medical equipment and communication consoles, all in our signature retro-future style. Gangs now have a proper place in the game, and we're revamping the traits system to add more depth. Plus, we're working on implementing a staff hierarchy and sprucing up our Patreon rewards. It's been a whirlwind, but progress is definitely being made. Stay tuned for more updates!
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Hey everyone,
This week's been quite a ride! We've been diving deep into NPC behaviour, making some significant strides in how they interact with their environment. First off, we've implemented a traffic system where vehicles actually follow the rules of the road. It was a Herculean effort involving machine learning and some creative task delegation, but we got there.
On the NPC front, they now have the ability to head home when they're tired. It's a small detail but adds a touch of realism to their routines. The real meat of our NPC development, though, is the introduction of memory mechanics. This ties into our Category C Onboarding system and the mental system, allowing NPCs to create and recall memories based on their experiences. It's a fascinating mechanic that could lead to some truly emergent storytelling.
In addition to all this, I've been working on refining our anomaly classification system, making sure our case files are up to date with the latest changes.
Overall, progress is steady, if not a bit slower than anticipated. Development always throws curveballs, but we're adapting and pushing forward. Until next time!
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