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Today I'll show what makes the npcs unique in regards to other videogames in the same engine / genre.

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First Things First:

For those who don't know, NPCs stand for Non Playable Characters, people who flavour the world that is inhabited and give hints or necessary commentary to show how the world works or simply to teach the player tricks that they may not know.
They're very common among Role Playing games, the likes of Pokemon, Final Fantasy always featuring them to build up the world and make towns feel more lived in.

What Finest Fable Changes:

One small problem is that due to the limitations of either time and resources, most NPCs end up using the same assets. Ergo, they always look the same regardless of what kind of place you're in. From Town A to B there's bound to be some characters that end up sharing sprites, and in the old demo of Finest Fable, it was no different. However, given the increased ammount of support and skill that i've gotten through the years, i've figured out a way to make the worlds even more expressive by making every character unique.

Aside from a few characters that typically hide their faces, any other people you may encounter will be special, either giving unique dialogue or hints for any gear that may lie around.
Have some examples:

Fab1

fab3

fab2

It'll be consistent that thieves per example will give hints on how to get resources and equipement.
Adventurers will be eventual enemies when you're trying bounties around and guards will be around to protect and give insight on the world's criminality or other issues that may be existing within the world itself.

Limitations

The fact that i'm working alone makes it a little bit more complicated, but it does not stop me. The little budget I have goes to essencial aid to make the game look far more vibrant and lived in, however, I thank you for keeping up with this project.

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