Sometimes I view Timelapse videos from ocean systems such as starfish colonizing pieces of seabed. Maybe they are graceful The carcass of a seal devouringor move to escape a deadly Declining finger from ice. Look, I am quite a morbid man, but ‘beauty of nature’ and such.
It appears that there is an equivalent in Warhorse’s recent RPG-Palooza Kingdom Come: Deliverance 2: drop dozens of items on any city square, and they will gradually collect the passing of NPCs according to the preferences dictated by the class. Here is a video that shows that in action, made by Redditor McLoganator, with three thousand groschen to harvest.
[KCD2] Timelapse of 300 thousand groschen to goods that are lifted from the streets of Kuttenberg.
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(Here is A linkIn the event that you cannot see the video connection.)
Hypnotic, yes? We could do things like this in Bethesda games. The Reddit video is now spread on the Xeetbox, and Warhorse programmer and Open World Scriptter Patrik Papšo has transferred a number of thoughts about the social systems that drive such healthy performance of litter collection.
“Haha, that’s an NPC behavior I made!” He written. “They choose what they choose based on the value of the item and their social status. That is why Nobles can ignore cheap items, but beggars will pick them up.” Under the junction-based AI system of the game, Papšo explained In the next tweet, when an NPC sees an object falling through a player, the system checks its price against its own “social multiplier” of the NPC and checks to see if another NPC is already picking it up.
Papšo also has some insights into that tweet-thread about road-not tasks. For example, Warhorse once had a system where if you dropped a stolen item, the original owner can spot it and trace the theft to you. However, the developers have cut this function because it was too difficult for players who throw away dozens of items to make the connection between a certain item and suddenly accused of a crime. There was also a bug in which an NPC was an object for the collection “reserved” and the player first picked it up, they could fill it out instead of your inventory.
The calming, icy spectacle of Kuttenberg towns who put a lot of worn prawns aside, I like this all because I can imagine a game where NPCs actively acquire, exchange or throw away, and your entertaining simply following the passage of An object by hand. Imagine that someone fools your favorite boots early and hits them over the black market. A few dozen hours later you spy someone else innocently that she wears while you cross a mountain pass.
There is probably a simulation that does this? At the moment I can only think how Dwarves claim items for own use in Dwarf Fortress.