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End of April Notes

AerowynAerowyn Member Posts: 7,928

http://www.therepopulation.com/index.php/news/102-end-of-april-2013-update

one section i was particularly interested in

 

NPCs

  • Introduced a new Advanced NPC Trigger system. Without getting too much into the technical details, this feature allows our content team to easily design advanced NPC behaviors that can happen when an NPC enters an area. They can be used formany things including offering missions, speaking or playing animations, spawning or despawning of other npcs, forking to a random path, altering the behavior type (to wander the area, stop, or walk a path). These can be configured with up to multiple timers to perform an advanced series of actions, and can be chained together to make an NPC walk to his shop, stay there for a while and randomly emote things, then 10 minutes later walk to the pub, stay there and chat for a while, before walking to his home 5 minutes after that and giving a mission to plays who meet certain qualifications right before he enters it. While this was possible before it, required custom scripts, where the new system allows our content team to rapidly produce these feautures with no scripting required. We're hoping this system allows us to create a livelier world than was previously possible.
  • NPC personalities can now be persistent. This allows NPC mood or dilemma changes to be long-term even after a server restart. 
  • Each NPC can now have it's own custom script with hooks to perform advanced actions when they spawn, despawn or die. These hooks allow us to create a greater degree of features that are well suited for generated content. Some examples of things you can see as a result of this include: Splitting mobs, chained spawned, advanced pathfinding choices, missions or opportunities that are only available for small windows, etc. Many of those things required other hooks such as an active mission or engagement to be performed previously. 
  • NPC personality can now change, in addition to mood, dilemma and cause. Personality changes will be more rare, but are possible and can be persistent.

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

Comments

  • strangiato2112strangiato2112 Member CommonPosts: 1,538
    This game really does look incredible.  I hope they can balance/tune all their ambitious features.  What they have is SWG 2.0, but SWG 1.0 was awful at that aspect.  they also dont have LucasArts forcing them out the door too early.
  • AerowynAerowyn Member Posts: 7,928
    yea very much awaiting the beta to see how things actually play as patch notes after patch notes from alpha are just loaded with cool sounding features

    I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  • JedicowboyJedicowboy Member UncommonPosts: 140
    Originally posted by strangiato2112
    This game really does look incredible.  I hope they can balance/tune all their ambitious features.  What they have is SWG 2.0, but SWG 1.0 was awful at that aspect.  they also dont have LucasArts forcing them out the door too early.

    i am totally agree with you here but not gonna say too much, cuz some people with get all hurt and i will get another warning, gee love it when u cant say much on this site.

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