Clothing facial expressions, gestures, effect on NPC's, sympathy

If the player can influence his facial expressions during the dialogue? If his appearance have different effects on individual NPCs? Can he handle it specifically, for example, to flirt? Is it emotional reactions 3 NPC’s give - about jealousy? Thinking in particular of the bards, the yes so had a certain reputation (Sachsenspiegel). Friendships are possible only on the basis of sympathy, not because you are doing something / gives / helps / says? a subtle interaction?
Was there already some projects that will be captured in KCD?

Should there already be a thread, sorry, got a little lost track in the forum

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You mean some kind of facial expression minigame during dialogues?
Usually games do this by offering different dialogue options which offer the same function - intimidate/impress/etc. In one of the videos they showed basically that (with some skills in background to support the options if I remember correctly)

Or do you mean something more specific?

… this is the common way, yes. I was thinking more of the achieve an effect in addition to the dialogue, reinforcing about, or even only - a smile, a grimace (children).
A particular form of expression. There are people who you see and trust them to something (often not actually true) but he radiates it through anything. Leadership called it well in the military area. Hard to explain, but if enough people in the forum think about it, who knows?

In Text, we take :wink: :slight_smile: :frowning: ie optical signals for: so this is to be understood. How to pack these emotions elegant? Not only choosing the dialogues but also separately the posture, gestures, change the voice-frequency…

That’s a pretty cool idea to play around with. What if people looked at you differently based on your clothing too? Like if you’re a complete hobo, you’re going to get treated differently from somebody who looks like they’re fairly well-to-do. I’ve gotta say, the bit in the first quest where the shopkeeper looks at you and says something like “you’re gonna need everything, from the looks of it” was kind of a cool little immersion moment. This could be part of the sneaking around bit in the game. Disguises and such.

Though, choosing the posture and such is kind of overcomplicating it, don’t you think?

Very good idea. Probably quite easy to implement. But perhaps there is the danger it would be stereotypical (the same NPC reacts always in the same way on the same set/cleanliness of your clothes etc.). Maybe Warhorse would be able to come with some AI solution (as a dilettante I would call it “less scripted”).

But this concept definitely should be implemented in the game. I suppose it actually will be implemented - based on Dan’s hints about sneaking and the need to wash your clothes.

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mmhh, it does not (only) to the clothing firm, which are variable in appearance.
I was thinking more as something like “the first impression”, colored as well as rumors … The player solves not only by his deliberate act of reactions but it exists in every NPC, he encounters a “certain assessment”.
It will also sometimes be produced actions of individual NPCs. He is brought up, one like him (some not), it arises as a collective opinion, which is not necessarily compliant with various actions of the player. Maybe arises - without his knowledge - a fan base that talks about him.

Example: Someone is more of a quiet person. Some think that is stupid, otherwise he would not be so quiet. Others think: what goes in the front now? Would be interesting to talk to him - I just speak to him - or no, then what others think …? If I ever catch him alone, perhaps. (So ​​could start a flirt) The third thinks with what is true but not, I watch him sometimes when I’m right I report it immediately to the police station. Another thinks the poor guy who looks as if he needs help … but, what is that to me? - In all cases, the NPC takes a certain attitude towards the players who influenced a next encounter.

Result would be a lot of “surprises”, hope you understand what I mean.
Also hope WH is not too bad to me …

P. S. If the degenerates in playful micromanagement, it is better to do without it, only, if it can be done “easily” by the way, I imagine it exciting.

press d to move right leg forward :slight_smile:

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You, I have no idea how that is programmatically feasible …:slight_smile:
But if the player is addressed by the facial expressions of NPCs on the emotional level, something should also work in the opposite direction.
It’s probably more a matter of the NPC AI, a routine that runs in the background.
But at some point, people are smarter than I have to deal with it, if not every NPC will remain a unicellular organism.

made me thinking, is there any dancing planned? :wink:

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Good throw !!! Does anyone remember Port Royal? The thing with the dance?

Oh damn. We need more emotions. /dance /sleep /laugh

btt: I think thats a good idea, but might be relatively hard to implement. At least from how I understood it.

My thought was, it must be easy to play, the application must make sense and be fun and it should serve to give a little human properties to the single-player