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Philip Mellor

Lead Designer, Squadron 42

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2020 · 5
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Is that 80 [crew on the Stanton] including yourself?

Philip MellorLead Designer, Squadron 42

Yep, 80 included. So that's engineers, deck crew, bridge crew, medical, utility, you name it, they're all there.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeShipsMulticrew

Hence the term interrupt tech, right?

Philip MellorLead Designer, Squadron 42

Yes. Well, interrupt tech, that's a part of it. So then, for example, say you interrupt the conversation, then during that conversation you have break points. And that's points throughout the conversation where you can potentially back off. You can 180, just break off from the conversation, and they have to adapt to that. So then that's when the wild lines kick in, you know, oh, you've got somewhere to be.

Nick ElmsCreative Director, Squadron 42

That was rude, that kind of stuff.

Philip MellorLead Designer, Squadron 42

Yeah, there's all sorts. But then the player's given an opportunity to rejoin or abandon. And if you rejoin, the NPC's got to pick up the conversation. And if you abandon, the NPC's got to go back to pretty much, they gesticulate and go, oh, what the hell? I guess you don't want to talk. Then they go back to what they were doing.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

So what do you have to show us then?

Philip MellorLead Designer, Squadron 42

So this is Mauro, everyone's favorite engineer. He's like the ship's gossip; every time you stumble across these guys, he's gossiping about something. So in the start conversation, we have two interrupt points, which I spoke about before, that's breaking into a conversation. Then he turns his attention to you. And then during the following conversation, we have five break points, and that's pause, resume and abandon points. So you can do either of those. And then we also have the performance base to the left and to the right. So you can pretty much attack this from any angle if you want.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

So you show us how the magic's done in this one [the dynamic trigger conditions video]?

Philip MellorLead Designer, Squadron 42

Yeah. So that was all done in first person, and it was all range-based. So you were backing off when you were doing the interrupts. This shows off the player in these examples. Here, I'll show you the video. So that was his focus trigger, realizing he'd seen you, and this is the player, can you see? Being fairly obnoxious.

Nick ElmsCreative Director, Squadron 42

He's got the debug markers from his feet coming out.

Philip MellorLead Designer, Squadron 42

Yeah, he's got an interaction trigger around him, and that's dynamically scaling depending on what the player's doing. So when the player 180s, it shrinks. When the player 180s again, here you can see it now, it goes back into it, increases, and then he actually picks up the conversation again.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

So it's that marker that's going out, and if that's within proximity, it then triggers a certain action?

Philip MellorLead Designer, Squadron 42

Yeah.

Nick ElmsCreative Director, Squadron 42

Yeah, like a head look and then resume.

Philip MellorLead Designer, Squadron 42

Yeah, so the player maintains eye contact for, say, four seconds for example's sake, and he picks up the conversation.

The Briefing Room›Episode 1·
Published on this date.10 Oct 2020
EpisodeNPCs & AI

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