Creating big urban areas have also bring other difficulties. We know our limit as developers. We are currently only 6, so filling those large spaces with NPCs could be an enormous task (probably bigger than making the city itself). So how do we explain that such big constructions exists in Aurai?We're currently prototyping some big cities and wanted to share a few screenshots with you. What kind of cities would you like to see in Outward?
Have you heard of the Lore of GoD Factory, our previous game? Even for a full on 4vs4 PvP game, we had a pretty decent lore I guess.
I was the same way and than I was like "I need to try there game GoD Factory" and turned to be more fun than I thought it would be.
In pretty much any big RPG, the reason for a lack of NPCs is mostly technical, not design, and the same challenges apply to us. In fact they affect us more than other developers making games in that genre, since our team is smaller.
What about NPCs that are purely there to fill in the gaps? As an example, you have a doorway that generates an NPC every X minutes and that NPC follows one of three paths to get to a doorway that removes them from the world once they go through it. This could be drunks stumbling home from a tavern, merchants entering the area and making their way to a guild, even guards patrolling. Apart from the guards, there would be minimal AI needed for those path followers (at least compared to full NPCs) while they'd give the impression of a more lived in city.Would that help with resource management, perhaps to the point you could have something like six of those for every four regular NPCs? Or would it barely impact?