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
How will following cases differ from the current scripted/crafted initial case? The template of that tutorial case is hardscripted - the culprit is always the same role - just persons, locations get randomized.
2 years ago Cole shared a video about creating scripted missions in a procedural enviroment, which leads to the understanding/expectations that all main missions will be "scripted" that way?
Or are we talking about real randomized cases? (after all, "procedurally generated" from a fixed seed does not actually mean "randomized" at the same time.)
Is it the intend to create randomized Whodunits or rather predesigned "templates" filled with randomized content?
I certainly hope it won't be the only "Crafted" one, as neat as procedural generation can be for replayability, having something hand crafted can introduce a lot more depth and twists to a story forcing things that would be too unreliable to generate. If anything I hope that someday you give players the tools to craft these cases themselves. If it's not planned yet obviously not on release but maybe patched in someday. Adding workshop support would give the game A LOT more content and this type of sandbox is just perfect for the kind of people who make workshop content.
Then I went to the workplace and managed to find a coworker with matching prints, who was confirmed by the turn in to be the killer. Still haven't figured out how to find the murder weapon from the initial murder :/.
Then theres randomized side jobs, low complexity one offs - steal, smear, smash, arrest.. stuff like that.
The main murder mystery (tutorial/main case) is following the same template but randomizes the participants and locations - the plot and solutions is always the same.
https://steamuserimages-a.akamaihd.net/ugc/2002449096838889931/8958BD8E7A0E076CB4A8A225D1446E500692B30B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
And here it says 'Case Opened': https://steamuserimages-a.akamaihd.net/ugc/2002449096838890203/4B68E747F7FA02155339BD74A112DD52818A50E8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
No clue why I havent seen those yet, even when I had 30mins+ time left.
But it still has to be proven that the main murder mysteries are indeed randomized and not rather templates that are just randomizing its content as is the first tutorial mission.
I havent found a single instance where Cole ever mentioned such and Sean is just a PR-guy from the publisher and not an actual developer for the game.
No problem! Did you get your room and customize it? I always do that before I go out and explore just so there is no starter quest left.
Second: I'm not sure what you mean in the quoted text.
So when theres a case with a lady, a gardener and a butler Cole scripts what happend and who is the actual culprit (lets say its the gardnener). The game just picks fitting spots in different cities and different persons for the roles in the murder mystery script.
So if you solved the murder mystery once you will always know in which role the culprit is. Its not the butler now, the gardener in another run or somebody else entirely.
No real, new surprises on different runs and rather low replayabilty.
Cole explained that a while ago:
https://www.youtube.com/watch?v=IjCKKHkhakY
Probably a good reason to do another run, hehe!