Main Menu Variant, and Random NPCs
Hey Folks! Hope everyone had a good weekend. Had a few nice mornings for a family walk in a nearby public garden, did some minor house work, and rediscovered Dark Matter on Netflix. So not too shabby on this end!
Back at the office, Emily sent her latest round of main menu revisions. Included among them was the recolor you see above. We've been almost exclusively painting everything dark blue so far, so this is a refreshing take. And it does wonders separating foreground elements from the background.
We're still discussing whether that reopens possibilities of using an open door in the background for moving silhouettes without distracting too much. And similarly, how to work the game logo into the scene without it being too overpowering. It's getting there, though!
On the code side, I think I've just finished the first draft of an NPC factory, for fleshing-out the player's social network (family, friends, contacts, and enemies). Right now, it has two modes: a shallow mode, and a deep-dive mode.
The shallow mode just generates a random name and gender for the NPC, which might be all that is necessary for some. Enough to be a background character, for example.
The deep-dive mode basically mimics player character creation for an NPC, extending the shallow mode to include homeworld, social strata, age, and career choices. It'll take parameters for limiting age, homeworld, last name, or gender, too, in case I need someone specific (like their mother, or a coworker).
So far, it's not very smart, as it just chooses at random. But I think that'll be enough for now to produce legitimate, functioning people. I'm looking forward to seeing some of the characters it generates, and whether that inspires any illusions of depth!