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Re: [Adonthell-general] NPC's and the perception of their surrounding


From: Alexandre Courbot
Subject: Re: [Adonthell-general] NPC's and the perception of their surrounding
Date: 16 Feb 2002 23:03:52 +0100

> To come back to the ownership, I have thought of a pretty cool scenario.
> Whenever the player picks something up that belongs to somebody else, we
> could check if that person is near, and if so change his schedule to the
> 'spot_thief' schedule. 
> 
> First he'd utter some remark, like "I would put that down if I was you,
> friend". The exact words would depend on the NPC's aggressiveness and
> alignment.
> 
> If the player does not react, the NPC might call for the guard, or even
> attack himself. And here it is the same. If guards are near, their
> schedule might be changed to the 'catch_thief' one, with the player as
> argument. And they would go after him.

Hehe. Very cool. Very doable too. But in most cases, the player musn't
be able to escape with what he theft, or it may perturbate the NPC's
schedules. Like when he is said to drop what he took, he automatically
drop it. I'm not against freedom in the game, but we must be carefull it
stays stable whatever the player do. If for example he attacks an
innocent peasant, he should be pursued by all others people around until
death.

> If our NPC's would react to their surroundings, and influence each other
> in their actions, we might be able to create a world that is fun to look
> at as it is. 

Right. The idea is very good. Actually I was already pleased by how
Waste's Edge characters behaved - it was already full of life, and
enjoyable to look at, especially in the common room. But with all this
new stuff, we'll go several steps further.

Alex.
-- 
http://www.gnurou.org




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