Greetings investigators! Today I'm taking a break from levels and cutscenes. Instead, I've been working on optimisation, animations and a bunch of under-the-hood stuff. Like fixing the Gentleman class, who was missing chunks of his animation/weapon code. I also knocked up a very quick bio for the fellow. Quick reminder: you can write your own biographies for your characters, if you so wish. The default bio puts their surname (also changeable) into the text - so here I've picked one of my favourites, Eveleth: a nod to an old friend of the project. I also updated the default namegen for many of the investigators. And one final note. Having the Gentleman on your team unlocks some distinctly British dialogue choices. Today's Progress: - Optimised the investigators throwing animations. - Added new thrown weapon functionality for 5 investigators. - 1 new thrown weapon. - Made the Gentleman class playable again. Worked on their character creation, ability & animation code. - Wrote a new bio for the Gentleman. - Lots of work on the character namegen. Thanks for reading!
I really do like class/perk/skill threshold/talent specific dialogue choices. Even if they do not serve any mechanical functionality, I do enjoy the flavor it brings. Keep'em coming
Agreed, variety of dialogue choices taking into consideration character aptitudes and player attitudes, even if they do not change things significantly outside of fluff - is one of the best things underlining "RP" in "RPG".