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User programmed NPCs

Posted: January 8th, 2012, 1:35 am
by CodyLewis
This idea is primarily inspired by Ollie's idea for having a quest guild, if we could somehow create NPCs with dialogue for you to communicate, it would integrate a level of depth for needed to create quests with rewards and such, also, it could populate villages and give it an even more village-esk feel, perhaps you could program them to be farmers etc, i don't know if theres a mod for it, but if there isn't and we have coders, i would say the style of dialogue creation would work best as the way Avatar Legends for the 360 has it set up, ideas?

Re: User programmed NPCs

Posted: January 8th, 2012, 3:07 am
by cdferg
:skeleton: - "hello i'm a happy skeleton just harvesting wheat. welcome to my village. could you help me get rid of this pesky spider problem? here, take this sword. it ought to do the trick. i have this potion for you if you succeed."

Re: User programmed NPCs

Posted: January 8th, 2012, 5:14 am
by Ollieboy
This has and is being worked on. It isn't a small task, and NPC's will likely be in the trustee's control.

Re: User programmed NPCs

Posted: January 8th, 2012, 6:17 am
by Lim-Dul
There are NPC and quest plugins for Bukkit, aren't there?

Re: User programmed NPCs

Posted: January 8th, 2012, 6:23 am
by CodyLewis
I remember seeing a server about it, and it probably should be trustee controlled, but I would love to be able to just see NPCs roaming around cities and being able to talk to them, it kinda gives the game a purpose with quests too.

Re: User programmed NPCs

Posted: January 8th, 2012, 6:29 am
by Ollieboy
There are, Lim, I'll have a look later, but this probably will require Spout which is screwed at the moment. Time will tell.

Re: User programmed NPCs

Posted: January 8th, 2012, 6:32 am
by CodyLewis
Soo its a good possibility?

Re: User programmed NPCs

Posted: January 8th, 2012, 7:16 am
by Ollieboy
It's an inevitability. Hafnium will be working on a questing plugin that handles NPCs. I can throw on Citizens quite easily, but I don't want to go all out on configuring it until Hafnium decides what he wants to do. I mean, Citizens does have an API and whatnot so he doesn't have to reinvent the wheel but we'll be running Hafnium's NPC mod over this one any day. I'll have a think about it.

Re: User programmed NPCs

Posted: January 8th, 2012, 4:33 pm
by CodyLewis
Like I said, the best style for quests and dialogue would be how Avatar Legends does it for the 360, Avatar Legends is an RPG building game where you can make quests, enemy groups, etc. So it kind of got me used to making quests via dialogue triggers and events, and item triggers and events, etc., if you have a 360 I highly suggest it, its a blast, it even has a 10 hour campaign made by the owner, if not, check it out on youtube, its a great source of ideas.

Re: User programmed NPCs

Posted: January 8th, 2012, 5:58 pm
by CodyLewis
http://www.youtube.com/user/BarkersCrestStudio
these guides are straight from the maker.

Re: User programmed NPCs

Posted: January 8th, 2012, 10:37 pm
by Ollieboy
I know how to use it. That wasn't the problem, the problem was if it is even worth putting them on as it may be temporary. Well whatever, we have some experimental NPCs running around Initus.

Re: User programmed NPCs

Posted: January 9th, 2012, 12:00 am
by CodyLewis
really? I'll have to go check!