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Having played with the demo a bit I think it's a couple of things:

1 - If you hadn't described your technical choices above I'd think this was just done using normal procedural text generation. Every NPC feels like it's giving the stock phrase they'll say when you run out of dialog options.

2 - There doesn't feel like there is a narrative, reasons to care about these NPCs, reasons to care about the Hero, or some sort of character development over time. If you want to engage people you need to get them to care about what's happening.



> If you hadn't described your technical choices above I'd think this was just done using normal procedural text generation. Every NPC feels like it's giving the stock phrase they'll say when you run out of dialog options.

During one iteration of testing the NPCs decided to throw a party for the hero and they all congregated in the tavern. That was 100% awesome and if I can hit that type of WOW factor more often I think it'll all feel magical.

> There doesn't feel like there is a narrative, reasons to care about these NPCs, reasons to care about the Hero, or some sort of character development over time. If you want to engage people you need to get them to care about what's happening.

This is just a tech demo so I'm not sure how much I want to put into it. Especially since the end goal is to get a recognized and get a job!




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