Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

I have implemented an NPC and some key features:


1. 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.

 

2. 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.

 

3. 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.

 

4. 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.

 

5. 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.

 

6. Continuous Level Design Iteration:

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

 

7. 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.