Update 0.14.0 - Devlog 9 - Opinion/Relationship System
- Developer
- Sep 9
- 2 min read
Wanted to relase this last week but stuck in a tricky conversation bug for long couple days. Finally fix now.
For the new feature added: Opinion/Relationship System!
How it works is each npc after done a certain task such as having a conversation will either increase or decrease each other's opinion.
For example if two npc had a good conversation, then their opinion of each other will increase. This will be further modify base on the npc's personality and other factor such as their emotional state.
(Eg. If I am very annoy due to a previous event, then even it will affect the conversation content base on my personality, which could result in a bad conversation and reduce opinion - Every different system starting to come together now!)
Depending on the opinion threshold, two npc can become friends or enemy. (and eventually possbly lover vs rival/nemesis), which form future dynamic behaviours, event and quests for player.
What I currently also added is the UI for checking opinions between two npcs.
How this works is by targeting an npc and toggle to the Opinion UI. A Line will be draw that connect itself to surrounding npcs showing he/her relationship with other npcs.
(I couldn't find any good existing vfx assets at the moment so I end up spending a bit of time learning to use the new unity's vfx graph system to do it. Don't look as great at the moment but works for now. Make it exist first, and can make it good later right? =D)

In the future I want to try to make this some kind of soul link chain like effect. And possibly have different elements on the vfx such as hearts if the two npc like each other or dark aura or skulls if they hate each other. Will take a bit of time experimenting thought since I am not familiar with the vfx system. Not a vfx artist.
So far, I don't thinks its too bad.
Now that opinion system is finally setup. I think most of the very core features are pretty much ready!
Next up mostly likely be finish off the hunters rountine interaction (Still missing hunter npc coming back to hunter's guild to hand in quest after the hunt, and getting rewards.)
Which will then lead to world econmy system (where hunter's guild will have its own resources obtain from hutner's quests which hunter's guild can use to hire more hunters, upgrades, new resources etc)
And this will lead to player to npc interactions including purchase item/equipments from hunter's guild to getting player quests.
Finally going to have some gameplay elements! Can't wait!
Stay tuned~~