Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I was looking if I missed the early acces info - no it´s not early access! I think about refund.
- to ensure that you are able to freely move anywhere in the space without NPC's blocking you
- having NPC's just kind of fade in and out gives a sense of time passing
- it is way, way cheaper and faster to have NPC's act this way than to spend time animating and programming them to walk in and out of the building and for them to have a level of interactivity where you can reliably expect them to move out of the way when you need them to do so.
But the scheme is interesting, perhaps in this way People Pixelating probably helps with performance issues on PCs.
So back in our initial demo of the game there were no NPC's in the game whatsoever, and one of the biggest pieces of feedback we had was 'kinda feels a bit empty without anyone else there'
We decided at that point that NPC's needed to be in there, but as Tiny Mushroom suggests, such a small space where you are needing to interact with a lot of stuff would make having 'solid' NPC's a bit of a pain!
Trying to pick up trash and an npc is stood in front of it, or blocking off a washer? Or even worse - actively stopping you being able to play the arcade game you want? Oof.
At this point we decided to take the position of a couple of other games (JRPG's actually!) that allowed NPC's to exist in the game world as set dressing, but 'phased out' when the player approached them, allowing the world to feel a little more alive - without hindering you from actually navigating the space.
The pixilation is just a thematically appropriate effect for the fade :)
Thanks for answering. Couldnt you just make the NPC's appear solid and remove a collision box so you can just walk through them without them disappearing ? I have also noticed when they disappear , the NPC doesn't come back when you are not within their boundary any more. It is just my opinion but the effect of the NPC just evaporating into a pixelating state is almost nauseating.
Nah, it's not about performance. You can be pretty close before they start to change.
They wanted the people around to remind us other people are there, that it's a working business, but have them be able to phase out of the way for us to do our thing. They just wanted to stay on theme and be a little unique, that's why they have them phase out in this manner.
This.
It'd be much better to walk through them than having them disappear completely, I like the game so far but it's a dumb decision tbh.