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A recent article at the official Gods & Heroes site summarizes how the artificial intelligence developed for the game's NPC minions differs from that of other games.
In some of the more advanced games and in instances where the player character is leading one or more non-player characters, the NPCs will track the movements of the PC and then attempt to be aware of immobile objects and obstacles as it follows. This works to varying degrees, some worse than others.
In our case, we are building the world around the minions and their interaction with the world. This is an important thing to be aware of because many times people design levels without thinking about NPC movement as anything more than an afterthought. Many games and levels are designed as real player experiences, and then when NPCs are added, they have to work around NPC pathfinding issues that crop up. In the case of Gods & Heroes: Rome Rising , the levels are all designed specifically with the mindset that each PC is running around with the maximum allowed NPC minions.
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