StopSignal, I… don’t think you understand the point of “basic requirements”. >_>
I think they will not move in most situations, and only in response to “threats” - either to flee or attack. There will obviously need to be some sort of navigation at work there though.
Agreed. This reminds me that they WILL need to be able to reload, though.
I don’t think I’m going to worry about that for the first go. As long as they can converse at all I’m happy, which will be needed for quests.
Do we want to worry about roles at the moment? I’m guessing no, and just ditch all the doctor/trader/ninja crap that’s in there right now, they’re all just trying to survive. And there aren’t actually any conversation-related kickstarter rewards.
[quote=“Kevin Granade, post:24, topic:3188”]Take damage, be affected by fields, or is that implied as shared by all creatures?
Die. diediediedidiediedie[/quote]
This should be true of ComplexCreatures in general, since NPCs will have the same body plan and damage calculations players do. But it should go on the list, yes.
Yeah, that’s right out for now. Want to get a stable bug free foundation fully realized before even considering it.
How about this, at what point are we going to wreck the existing NPCs? In other words how long can we limp along with both new and old NPCs so we don't have to have NPC features regress?
NPCs aren't included in core right now, and the regression is something I think most players would accept in exchange for it being bugfree and mainlined. There will certainly be some whining, but I think we want to avoid having both systems in place at the same time, and I'd rather hae "on-by-default" NPCs for .9 than insure our NPCs are as "feature rich" as the ones we currently have.
On the other hand, I think becoming a follower would be a pretty natural expansion of the work I’ll be doing here that won’t take long to get implemented once this goes in - I strongly suspect it won’t be a problem, and I suspect that this is the only major regression issue people are likely to care about.
I did think of one more requirement: Spawn Rules. We need to figure out where and how they’ll be spawned, keeping in mind we don’t need to use the system that exists right now there might be better ways to do that. For basic requirements, I’m probably just going to spawn them statically on squares in some buildings, like shelters.