Slikeer
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- Jul 28, 2016
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Dynamic NPC Pathing & Interaction System
This system allows NPCs to follow predefined walking routes with the ability to stop at specific checkpoints or continue walking based on configuration. At each checkpoint, the NPC can interact with other predefined NPCs, initiating dynamic conversations.
Conversation Logic
- NPCs can be configured to talk to one or more other NPCs along their path.
- If a player is nearby when two NPCs begin talking:
- 1 player: NPCs talk about that player.
- 2 players: They comment on both.
- 3+ players: They mention how busy the area is, possibly including one of the players by name.
- Dialogues are randomized, with variations (1ā6+ lines), so each conversation feels fresh and immersive.
- Once the dialogue ends, the NPC resumes its path and will repeat the process with other configured NPCs.
Smart Navigation
- NPCs can walk over floors, climb up and down stairs, and avoid obstacles, ensuring smooth navigation through complex environments.
Possible Uses
- Town ambiance: Populate cities with NPCs having lifelike routines and casual conversations.
- Storytelling: Create narrative moments where NPCs reveal lore or gossip when players are around.
- Events: Trigger dynamic events or rumors that start circulating among NPCs based on player presence.
- Quests: Design escort or spy missions involving moving NPCs that interact along the way.
- Simulation: Bring RPG worlds to life with behavior-driven characters instead of static ones.
Post automatically merged:
I've been working on this system from scratch for about two months now. I've been doing it for a while now, but it's possible to improve it.
What do I have in mind for the future?
- Add unique conversations that trigger quests only if you eavesdrop on them.
- By listening to certain stories, you unlock secret missions.
- The NPC can now travel from one city to another without any problems. What I'm planning to add is for him to stop at a certain point in each city and be able to sell unique items like a traveling vendor between cities. His items vary; he may not always be able to sell the same ones.
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