A "non-player character" is one that is not controlled by a player.

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0
votes
1answer
68 views

Logic for enemy chasing main player

I'm making AI to tell a minion to chase and attack the player. I played Magicka, and the minion follows the player in a nice curved manner (left image), rather than what I currently have (right ...
1
vote
2answers
138 views

NPC daily routines and scene loading

I'm making a basic survival RPG in Unity 3d. I'm separating my world into different scenes to save memory but I'm not sure how I'm going to program NPC daily routines. For example, if the player ...
7
votes
3answers
388 views

Name generation

I'm making a game (or planning to, at least) and to do that, I need a way to automatically generate names for the NPC "bosses" (long explanation and irrelevant here). Something like this is a good ...
0
votes
1answer
46 views

Making dialog “clips” in libGDX or in general?

I'm new to libGDX (I just released my first game), and I've started thinking about things I'd like to do next time. One thing I really want to do is, have those story type movies, where you tap the ...
0
votes
1answer
145 views

Smooth Npc Movement

I have an Npc in my rpg that moves around based on a Random() variable. My main goal is to have him walk in a random direction a small bit every 2 seconds. I only want him to move about 32 pixels ...
5
votes
0answers
113 views

How do I convert a Source engine NPC model to a player model?

The Source engine's NPC and player models differ: An NPC model applied to the player has no animations. It cannot walk and holds its arms out to the side by about a foot. The weapon is held in the ...
2
votes
1answer
44 views

Conversation tree and question locking/unlocking

I have been having issues with managing a conversation tree. I am using PAWN as a scripting language (I have no other options, unfortunately) and I use MySQL databases to store user and game data. My ...
1
vote
1answer
101 views

NPC Dialogue directing the player [closed]

I recently gave a build of my game to some people and asked for any thoughts. One of the ones I keep getting is, 'I didn't know where to go first, but I guessed.' The problem is, I'm still getting ...
4
votes
0answers
606 views

Advice on NPC architecture [closed]

I'm developing a 2D Zelda game with LibGDX in Java using TileD maps. I am now adding NPCs to the engine and I'm thinking about how to make them so it's going to be easy for me to add/edit their custom ...
1
vote
1answer
306 views

Collision detection with entities/AI

I'm making my first game in Java, a top down 2D RPG. I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. ...
0
votes
1answer
147 views

How to store NPC movement data?

In my 2D tile-based game, I have NPCs that move around on a fixed path. I am putting the information about the NPCs in a .plist file that is loaded on startup. The thing is, I'm not sure how to format ...
-1
votes
2answers
418 views

NPC AI articles for walking and fighting? [closed]

I'm looking to learn about NPC AI to solve a problem how an NPC should walk e.g. walking straight and then turn at a wall. Perhaps I can program it to walk along a line but then I still would not know ...
0
votes
1answer
724 views

Better way to do AI Behavior in AS3/Flixel

I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer ...
5
votes
4answers
3k views

Should NPC dialog be stored in XML or in a script?

I'm developing an action RPG with some friends. I would like to know the differences and pros/cons of making NPC's dialogue using a file in XMLformat instead of using a script. I see that script ...
55
votes
5answers
13k views

How does Dwarf Fortress keep track of so many entities without losing performance?

In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
2
votes
2answers
435 views

How can I optimise collision checks for a large number of AI units?

Let's say I got 100 Orcs in my 3D world and they all aim to kill each other. That means for every 1 Orc I have to check for collision with the 99 others. That will give me 99^2 which is about 10,000! ...
26
votes
6answers
4k views

Who does the AI calculations in an MMO?

I am building an MMO and want to add NPCs. The thing is I don't know the basic design. What does the calculations, the clients or the server? I would understand the server calculating events and ...
16
votes
4answers
631 views

What behaviors should go into making a “non-perfect” AI combatant?

When making an npc combatant, it's easy obvious what to do to get a robot deathmachine by optimizing combat tactics, timing and attack types, but harder (and more interesting in a fight) to get an ...
6
votes
1answer
396 views

What should “own” the battle state in combat between the player and NPCs?

I have a Map, a Tile, NPCs and the Player. When a player enters a tile in the map, a moveTo event is fired, which calls for any NPCs associated with that tile to be "activated". Those NPCs may be ...
43
votes
11answers
8k views

How can I implement dialog trees into my game?

What is the best way to implement a dialog tree system in my game? I want an NPC to give the player different sets of responses, some which may only appear when the Player has an item or a previous ...