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Hello devs [Mod edit: Contains cool/official dev stuff!]


Nynuc

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Nice try! :D

But wait! Maybe... there is an update on the NPC's in that mystery box?! :o Man that is deep.

If the update is in there, then the information about the update that would open the box is also in there... So the box can't be opened, which means there never will be NPC's D:
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Here is a picure of the behaviour debugger doing its thing poking into the brains of AI NPCs brains:

 

edit.png

 

For more details on how behaviour trees work, look here: http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php

 

At this point most of the survival behaviours are in. NPCs can loot for food, barricade, will stockpile water, hang sheets on curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive (am currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear). Their combat skillz ain't too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it'll all need rewriting once that goes in (and that will be released before NPCs, almost certainly), so at the moment am focusing on group interactions.  Group interactions use an entirely different system built based on inspiration from Crusader Kings 2 using xml driven event chains to describe story beats in kind of mini-plots that will be stitched together..

 

Currrently writing an event chain for when a group walks toward a safehouse of npcs. What happens if a patrolling guard spots you, what happens if a guard at a window sees you, what happens if you get spotted while trying to jimmy a window on the safehouse, what happens if you're spotted inside the safehouse. Each of these will lead to their own consequences, branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand off with shotguns to begging for help dealing with some raiders, there will be all manner of outcomes based on numerous factors. We're going to have all these 'storylets ' that branch in numerous ways, and pieced together we hope they will make for a Walking Dead story like experience that's different each time*

 

Idea is to build a whole metric ton of branching possibilities for single events, so that they can play out dramatically different.

 

* without actual game wide plot arcs considered and discussed and written by a team of writers, the results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story, however we hope for enough variation that it feels like a unique story each time.

 

NOW WHAT'S IN THE BOX? :P

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 Their combat skillz ain't too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it'll all need rewriting once that goes in (and that will be released before NPCs, almost certainly),

Question time !

If you have to rewrite or update and write some more code when new features kick in (such as vehicles or generators for exemple?), how will new features be brought into the game after NPC are release ? Shall you code NPC and release the features once NPC can use them as well ? or shall we be able, as players, to use the features before NPC are able to use them ?

Just curious ^^

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