Places to go, people to see

Activities

Last time, I was talking about pathfinding algorithm in Xenos. But where would the NPCs  go? For now, there’s not many places for them to visit; just enough to demonstrate that they can do something and the code actually works.

Here’s how it works. When the game generates a house, it marks some areas of it as activity zones. Right now, there are 3 types of such zones: farm plots outside are marked as farming zones, beds inside are marked as resting zones, and the whole house is marked as idle zone. Then, when an NPC spawns, it checks all zones around and prepares a list of all activities it can do.

Npc activity

An NPC selected farming zone and is “tending to crops”.

The idea is that during the game, NPCs would somehow select the most “preferable” activity, go to its corresponding zone, and play required animations there. For example, at night resting in a bed is preferable, and during the day, farming or some such. Right now, though, they just select a random activity every few seconds… which is already surprisingly effective. Even three really simple activities make the village seem alive; adding more would probably be even better.

Locations

When I had a whole village of NPCs doing stuff (OK, pretending to do stuff), I wanted to add some other places. The village is far from done, of course, but I think the most interesting gameplay would happen outside, and I had no outside at this point.

For Xenos, I want to build a game world consisting of many discrete locations. There would be a short loading screen when moving between them: not because of some technical difficulties, but to make generation simpler, so that different locations don’t have to line up exactly. Also, having a clear line between “loaded” and “unloaded” locations simplifies game mechanics: I don’t have to worry about some place being unloaded suddenly – only as a part of leaving the whole location behind.

Adding another location brought an unexpected difficulty: the whole procedural generation system is quite unwieldy when I add new content. For example, at first I created an asphalt tile and a concrete wall tile. Adding them to the game took maybe a couple of minutes, but to actually see them, I had to create a new map generation feature that creates something out of asphalt and concrete, and then use it in some bigger feature that would create a “town” location… that was unacceptably slow.

Location editor

Creating a small town map

So, in addition to procedural generation, I had to create an old-fashioned map editor, so that I could create locations and test new stuff quickly. This took quite a long time, but would hopefully be faster in the long run.

Of course, I’m not dropping the procedural generation from the game. Instead, I hope it would work well together with hand-made maps: the systems are connected, and I can both use procedural system to generate something in the editor, and feed parts of hand-made maps into generation (i.e. a generation system creates a town layout, and fills it with buildings that are made by hand).

With the editor in place, I quickly added a few tiles and objects that can be encountered in a town, and built a little sample location. Next, I wanted to start adding actual gameplay, but there still were one system to build: user interface…

 

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