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How to combat Interior Fatigue.
The number one reason town mods are not completed? Interior fatigue. Interiors can be very boring and doing even ten of them can be a real chore. Hehe, try forty three of them! As is the case with my latest town. The endless placement of clutter can end in Interior Fatigue and your town never reaching completion. Many people copy/paste interiors, however these still need to altered enough to appear different from the last interior. I attempted to copy/paste interiors but found I was spending as much time redecorating as I would spend creating an interior from scratch. But you need to find what suits you best.
The way I have found to deal with Interior Fatigue, is to add story and character to each interior. This keeps my enthusiasm up and ends in interesting, unique interiors, rather then general generic interiors that everyone complains about.
While you are creating and decorating each interior, design it for the character you will create for that house. Are they rich? Poor? What is their role and background? What is their character? Neat? untidy? bachelor? married? What are their interests? Do they have a unique story to tell that is reflected in their dwelling?
For instance, one of the characters in one of my towns had a chance meeting with a vampire and escaped unscathed, however his house reflects his terror that he now lives with on a daily basis. While he tells his tale in a book, his house reflects the true depth of his fear.
For another interior I have a lady interested in gardening, her house reflects her passion and her neatness. She is very house proud.
And on it goes.....from very in depth backgrounds and stories to just showing the general character of the NPC living there, creating your interiors to suit the characters you will put in them, creates not only more interesting interiors but also makes the process of interior building much more fun.
AI?
It can be very tempting to create remarkably in depth NPC’s with dozens of AI packages accounting for every minute of their day. But, consider this...
How many players follow every single NPC around for every minute of every day?
You may be adding many intricate AI packages to your NPCs for nothing and in fact are just adding more FPS eaters.
Keep it simple. Unless your NPC is integral to a quest you shouldn’t really need more then about six AI packages to bring your NPC to life. Sleep, house wander, maybe off to the pub to drink or eat, perhaps down to sit on a park bench or wander around the town for a some hours, before heading home for some more default house wandering before going to sleep.
Players don’t usually visit NPC houses very often at all, if ever, after the first look through. If your NPC is in it’s house carrying out complex eating, sleeping, reading, painting, weapon training schedules, who is going to know. When the player does enter that NPC’s home, they generally don’t sit around for 24 game hours to observe the NPC...nope, the player is in and out.
Keep the AI simple. Less can go wrong and less time is spent testing and fixing your generic NPCs.
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