Author Topic: Populated Cities or Ghost Towns  (Read 1119 times)

SaintNuclear

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« Reply #15 on: May 01, 2004, 06:00:10 pm »
Quote
Originally posted by Tyriel
if anyone has played Gothic then u know how should a game look like..


Yes, the way it\'s implemented in Gothic is great.
The NPCs are programmed to be in a certain place at a certain time, and perform a certain animation. They go from one place to another according to a programmed set of waypoints, and it looks very realistic (a bit too robotic since they follow the same path and do the exact same things every day, but it\'s good enough) since they don\'t stand all day long at the same place, or walk around the block over and over again like in other games I\'ve seen.
September 23rd, 2004 19:52:38 UTC
<+Grakrim> I have a legal copy of Windows XP Pro.

October 19th, 2004 24:43:02 UTC
I have copies of [Windows] 3.1, 3.11, 95, and 98, too. Not to mention various versions of MS-DOS

Levski

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« Reply #16 on: May 02, 2004, 08:34:22 am »
You guys are missing something that could make NPCs really interesting.  How cool would it be if you were strolling down Main Street and you hear the merchant yelling, \"Enchanted shoes!  They tie themselves and never fall off your feet!\"

Also, there would have to be different classes for these NPCs.  I mean, a child acts differently than a shoe vender, right?  And the city guard will most likely have to be NPCs, so they must be their own class too.  Unless someone starts the City Guards guild, but that probably won\'t happen.

Another thing thath would be cool is to be able to hire NPC mercenaries.  Now, these would be EXTREMELY costly and really dumb.  And you would not be able to afford to keep too  many at a time.

It would also be nice to add some stray cats and dogs (or the Planeshift equivalent) to the streets.

Hmm, how much RAM would something like this take up?  (I\'m assuming that these will be on the client and not the server?)
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Icefalcon

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« Reply #17 on: May 02, 2004, 07:01:09 pm »
Quote from the cvs log...
Quote
- NPC random waypoint wander works now.  /data/ncpdefs.xml defines a network of waypoints.  The op makes an npc traverse this network randomly forever, until another behavior pre-empts it.

Yay...