First-person action game, project codename is Citizen Pain.

Post news Report RSS Citizen Pain | First Person Action Prototype | NPC | Devlog #9

I introduced a non-playable character (NPC) into the game. This addition serves multiple purposes, introducing the potential for additional interactions within the game, making it more engaging.

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  • NPC Character:

I introduced a non-playable character (NPC) into the game. This addition serves multiple purposes, introducing the potential for additional interactions within the game, making it more engaging.

  • Simple AI:

The AI for the NPC is intentionally kept simple. It primarily involves two main functions:

- Navigating from one point to another within the game world.

- Engaging in combat when necessary.

- The simplicity of this AI design streamlines development while still achieving the desired gameplay elements.

  • Mesh and Animations for the NPC:

- Initially, I focused on setting up the NPC's mesh and animations. I opted for a mesh design similar to that of a soldier enemy for practicality, although it presented some minor challenges.

- The NPC wields different sword and shield compared to the standard soldier enemy, signifying its enhanced strength.

- I used a moveset identical to the soldier for the time being, though it will require modification. This change is essential to make the NPC a more formidable opponent, especially if the player chooses to engage in combat.

- Implementing evasion maneuvers, such as dodges, is also on the to-do list.

  • Small Quest Involving the NPC:

- I introduced a mini-quest where the player is tasked with rescuing the NPC from a group of monsters. Once rescued, the NPC proceeds with their quest.

- I plan to incorporate dialogue or text-based interactions to provide clarity about the quest objectives and enhance the overall narrative.

  • Patrol Logic:

- The NPC is programmed with a patrol logic. It will attack enemies if it detects them within its vicinity.

- The NPC will turn hostile if the player attacks it excessively.

  • Continuous Level Design Iteration:

- I have been consistently refining the game's level design, ensuring that it is engaging, balanced, and visually appealing.

  • Additional Traps and Enemy Placement:

- I expanded the gameplay by adding new traps, such as obstacles involving boulders, to create diverse challenges.

- I strategically positioned enemies within the game world to keep the player engaged.

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