Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

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

0
votes
2answers
106 views

How could a NPC find items that appear randomly?

My main question is basically: What is the algorithm that CPU players use in smash bros to find items like the smash ball? I am trying to make a small ai character that will "look around" and once an ...
0
votes
0answers
43 views

Handling Player interactions with NPCs?

I'm a beginner in game development and I'm currently writing my game in C++. My way of handling Player interactions with NPCs is by using a bunch of if statements. If the player presses a key on a ...
1
vote
1answer
63 views

Enemies overlapping

I have a simple WebGL maze game and has problem with enemies overlapping when they are going to target position. Now i'm detecting there collisions, but dont know what to do with them when they are ...
0
votes
2answers
137 views

Random NPCs - possible yet? [closed]

Traditionally, non-unique game mobs and NPCs are of the cookie-cutter type. Seen one, seen 'em all, and you instantly know their behavior, stats and strong/weak points. Games however become ever ...
0
votes
0answers
59 views

Finite State Machine for an NPC

I've made a FSM for an NPC character based on these rules: • By default it searches for treasure • If it finds a treasure box it opens it • If the box is full of treasure it puts it in its ...
0
votes
0answers
13 views

managing game dialog styling / actions using custom markdown

I want to provide my dialog writers with the ability to emphasize certain portions of the dialog. Some notes: The effect I'm using is a typewriter effect for RPG dialog. Dialog is stored by ID in ...
0
votes
0answers
33 views

Need help making a mouse droid npc in Source

I'd like to make an NPC using Source, and I was hoping it would be pretty simple, at least what I was hoping to do. I wanted to make a Mouse Droid from Star Wars, so the model is basically a box, ...
46
votes
11answers
11k views

How do I discourage “loot from party members who are about to leave” behavior?

In my RPG, I have companion characters that can potentially leave the party. A behavior I have witnessed among testers is something that I think many RPGs deal with, namely that players will strip the ...
152
votes
25answers
27k views

How do I get players to say “no” when they are afraid of missing out on sidequests or XP?

In my RPG, I have a companion NPC who is overconfident in his abilities and lacks self-control. I wanted to create a few situations where the player needs to reign them in and tell them "no". One such ...
2
votes
2answers
264 views

MMO - Some NPCs controlled clientside?

I'm making an online game and considering whether to handle certain NPCs clientside. Is this common? For example I play Elder Scrolls Online and it seems basic townspeople NPC locations aren't ...
4
votes
3answers
1k views

Making dialogue different with each playthrough

I'm making a little demo game where roughly half of the NPCs in a little town have a profession, as well as a personality. I'm trying to have the game procedurally create dialogue, so when an NPC is ...
3
votes
1answer
2k views

Simple wandering chicken AI in Unity

I have a very minor NPC. A chicken. My target is for it to move a random amount, in a random direction for a random time then wait a random amount of time before moving again. Like a chicken. But I do ...
1
vote
1answer
75 views

Is there a term for lore about a game world's population (cultures, economic state, etc.)?

The lore of a game, the ethnicity of its population, cultures, economic state or anything which illustrates the population of a game. Are all these things part of the lore? Or are they called the ...
1
vote
2answers
227 views

How to securely store xml/json information about actors in a game?

I'm developing a 2D "small" offline rpg game, and to this point I have many actors (mobs, heroes, NPCs) and what I did, is created a class named "Actor" and each time I have a new actor I create a ...
1
vote
1answer
379 views

NPC interaction depending on conditions stored in XML

I am developing a RPG game for Android using LibGDX, at this moment the NPCs in the game have some moving AI (pathfinding), like random directions and stuff. Now I am working on the dialogue system, ...
0
votes
1answer
243 views

Is Rete an efficient algorithm to implement a system that allows NPCs to make decisions based on their world views and inner state?

I'm developing an AI "mind" engine, which allows NPCs (non playable characters) to think and make decisions, based on their view on the game world, and their own inner states (in the future I may add ...
10
votes
2answers
467 views

How to justify friendly shopkeeper in the cave of doom among millions of mobs?

I am exploring the forbidden example cave of doom. I find, among squillions of baddies, a shopkeeper, who just happens to sell stuff inside a deadly cave where nobody goes. Weird. I accidentally cause ...
3
votes
1answer
85 views

Keep track of VoxelData/NPC in parallel Level

Background I'm tring to make a First-Person-Shooter Game in a Voxel-World (Finit Size) with Unity3d. The Player has some kind of a Base that he has to protect against Enemy units. There are also ...
0
votes
2answers
725 views

Fixing enemy behavior state machine in Unity

I'm working on a state machine for my game's NPC. The only thing I can't to get work properly is the hit sequence. The hits register. What I would like to happen is for the attack sequence (animation)...
0
votes
1answer
477 views

Pathing for 2D, sprite-based game

I'm making a 2D, oblique-styled sprite based RPG. My game does not live in a 2D matrix (like Tetris), rather it's sprites animating over a tilemap. I am trying to set pathing rules for NPCs. I've ...
3
votes
0answers
795 views

How to develop and optimize the illusion of meaningful character development between the player and NPCs? [closed]

How to develop and optimize the illusion of meaningful character development between the player and NPCs? It's very hard for a game developer to create unlimited dialogue options for just one NPC for ...
3
votes
2answers
5k views

Unity2D: Rendering multiple sprites as a single one

I'm creating NPCs in Unity 2D using C#, and I have 16x16 sprites for body, helmet, clothes and weapon. All these have a tile set which has been split in unity. I'd like to be able to render one of ...
1
vote
2answers
2k views

Designing AI/NPC Task System

I am designing a game in Unity which has NPCs (Non-player controllers). I have worked out the path-finding but I need some help with how to implement tasks. I need the task system to be flexible and ...
0
votes
4answers
1k views

To what extent are video game bots & NPCs “artificial intelligence”? [closed]

Wikipedia says: In video games, this usually means a character controlled by the computer through artificial intelligence. ~https://en.wikipedia.org/wiki/Non-player_character In video games, ...
1
vote
1answer
404 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 image)...
2
votes
2answers
2k 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 ...
10
votes
3answers
1k 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
198 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
557 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 ...
8
votes
1answer
974 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 ...
3
votes
1answer
188 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
163 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
1k 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
618 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. ...
1
vote
1answer
200 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
657 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
905 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 ...
6
votes
4answers
7k 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 ...
74
votes
5answers
31k 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
508 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! ...
30
votes
6answers
7k 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 ...
19
votes
6answers
1k 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
466 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 ...
50
votes
11answers
17k 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 ...