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Hello Guilds fans,

This is part two of DevDiary #24, where we answer some of your frequently asked questions about interiors. Let's jump into it:

Q: In the teaser video from last week one can see a woman climb up a ladder and disappear. Can you tell us more?
A: The ladder leads to the sleeping room/attic of the residence. Characters climb up the ladder when they go to sleep or when couples want to show each other their collections of post stamps :-) In other residences, characters reach the sleeping room via a door or stairs. The sleeping room is the only room in the residences that we do not visualize - The Guild 3 is not this kind of game ;-)

Q: In the teaser video one can see characters prepare meals and eat them. Is eating an important thing in the next patch?
A: To be honest, we talked a lot about implementing 'thirst and hunger' into The Guild 3, as I and my colleagues from 4HEAD have done years before for The Guild 2. We were of the same opinion and decided not to implement this feature. The Guild is not a survival game and 'thirst and hunger' would mean too much micromanagement. On the other hand, a good representation of a family life needs cooking and having meals. So your family members cook and eat but they do not satisfy any need through that.

Q: Let's hit the nail on the head: which buildings will get interiors?
A: All residential buildings, all churches and cathedrals, the arsenal and the town hall will get an interior. We will reveal more information in the coming developer diaries.

Q: What is your main challenge when implementing interiors into The Guild 3?
A: Well, the whole thing is not trivial, to be honest. But one of the most tricky parts is implementing the actions and how they interact with characters, families, buildings and coordinates! We have more than 380 actions (including player actions and actions only for the AI) in The Guild 3. Before we implemented interiors for the residences, the game took only place in one large world plus a number of fixed cutscenes. Now, we have the large world, we got rid of the fixed cutscenes and added one specific interior for each residential house in the world - e.g. 40 houses means 40 unique interiors which technically each behaves like an own little world. So characters can be present in the large world or in one of those 40 unique interiors. In this setting, of course, characters from different “worlds” want to interact with another character. So we have to consider a) the location of the acting character, b) the location of the target character, c) the path and the waypoints the actor has to take to reach the target, d) if the actor is allowed to enter the location of the target, and e) if the access rights of the actor or the status or the location of the target have changed while the actor was under way. Pew... and now do that for all the actions in combination with all interiors :-) We are still in the process of checking and re-scripting actions.