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(10 edits)

Thinking back, the monster wandering habits to your stay command is sort of a human act - some children are active, some are quiet, some are always hyped up over new things, some are cautious to potential dangers ahead. Some are fat, some are thin

Then, I could imagine different monster wandering behaviors would gift them different skills and reactions you are able to assign or even procedurally generate e.g. A difference of movement speed, maximum hitpoints and Aggressiveness between each monster, that would determine how likely the monster is prone to hitting spikes when chasing a nearby enemy

more like The sims: Monster edition 😂 Low IQ SIMS are prone to electrocuting themselves by bathing  as well 

(+1)

> Then, I could imagine different monster wandering behaviors would gift them different skills and reactions you are able to assign or even procedurally generate

That would be sooo cool! If I continue to work on, this, I'd love to give the monsters some more personality like you described :-)