azekill_DIABLO
Eye of Cthulhu
Improved and Lively NPCs!
Here's an organized list of all the possible improvements to (town) NPCs I'd like to see implemented in the future. If you disagree on any of those be sure to comment and tell me why!
(this will probably get updated if I see any good ideas)
NPCs and fighting…1 - Gearing up alongside you.
I wish NPCS could gear up alongside your current boss progression. The system would allow NPCs to get weapons adapted to the current world's "level" and it would be based on the player's Victory over key bosses. Currently town NPCs only upgrade their weapons when going into hardmode, but only there… Here my example proposal for the guide:
2 - Fighting with their head (not literally please, even if it would be hilarious)
My second concern in NPC fighting is their very basic AI which consists of mostly randomized movement and "Stop and Attack" pattern. If this works on weak mobs, NPCs get completely defenseless if they are facing multiple enemies without cover… I would like to submit a few ideas to improve their efficiency in combat:
5 - Improved movement
In order to let NPC move out of their house and feel alive and intelligent (as pointed out by Meta Knight_but_Terraria) NPC movement should be improved. Although NPC can and will go trough platforms and jump to reach their new houses, they loose this ability when in their houses. The solution would be to allow them to freely jump and go trough platforms as a player would do. Even zombies can jump and move through platforms so why not NPCs?
However, jugdeing by how zombies jump in the void and get stuck, it would be important to make NPC "verify" the choosen path before taking in order to see if it is reachable. It would avoid NPCs getting stuck or falling from their homes.
That's all for now, but I'll try to come up with more interesting ideas and better presentation! Comment on what do you want to improve to NPCs!
Here's an organized list of all the possible improvements to (town) NPCs I'd like to see implemented in the future. If you disagree on any of those be sure to comment and tell me why!
(this will probably get updated if I see any good ideas)
NPCs and fighting…
I wish NPCS could gear up alongside your current boss progression. The system would allow NPCs to get weapons adapted to the current world's "level" and it would be based on the player's Victory over key bosses. Currently town NPCs only upgrade their weapons when going into hardmode, but only there… Here my example proposal for the guide:
- Game's beginning: Wooden bow + Wooden Arrow
- EoC defeated: Copper/Tin bow + Flame Arrow
- Skeletron defeated: Iron/Lead bow + Flame Arrow
- WoF killed -> Hardmode: Gold/Platinium bow + Jester Arrow
- Post-mech-bosses: Cobalt/Palladium Repeater (-increased use time ~2s) + Jester Arrow
- Post-plantera: Hallowed Repeater (-increased use time ~2s) + Jester Arrow
2 - Fighting with their head (not literally please, even if it would be hilarious)
My second concern in NPC fighting is their very basic AI which consists of mostly randomized movement and "Stop and Attack" pattern. If this works on weak mobs, NPCs get completely defenseless if they are facing multiple enemies without cover… I would like to submit a few ideas to improve their efficiency in combat:
- Situationnal Awareness: Some simple details can make the difference… Such as knowing where monsters are around them or avoid to open the door during the night…
- Cooperation between NPCs: Currently NPC only fight for themselves (except Nurse and Dryad). NPC could try to group together during fights and organize themselves: Melee in "first line" and the rangers behind, NPCs with low health could have an emoticon showing they're Calling for help and they should run towards others NPCs to get help. It may be hard to implement but it doesn't need to be completely like that. Even a simpler version of this would be awesome
- Extended Movement: Jumping exists! Even almost cut-in-half Zombies jump so why not NPCs? In houses with platforms as door, they cannot move out!
Interactive NPCs…
3 - Emotions system
*guide was thrown into a pit of lava*
merchant: you have no idea how much dirt sells for Overseas!
To avoid this situation, an "emotion-o-meter" should be implemented. It is in theory just an extension of the current quote system. It could have following states:
*guide was thrown into a pit of lava*
merchant: you have no idea how much dirt sells for Overseas!
To avoid this situation, an "emotion-o-meter" should be implemented. It is in theory just an extension of the current quote system. It could have following states:
- Happy: if everything is alright during the current day then NPC are affected to the state: "happy" where they will act as they do right now.
- depressed: if the corruption/Crimson is at a high purcentage in the world NPCs will be "depressed". Also happens after an NPCs dies and lasts until the NPC in question respawns. Quotes will express their sadness regarding the death of the NPC that died.
- Upset: when player kills/hurts an NPC using rotten eggs or Voodoo dolls. Applies to all NPCs in the town and lasts until the end of the day if the target NPC didn't die, or until the NPC respawns. Quotes will be harsh towards the player. Also applies to female NPCs during blood moon as currently implemented.
- Motivating: Quotes try to motivate the player prior to a boss fight (ex: "Just do it!" would say the merchant when Impending doom approaches…) or try to re-motivate the player after a loss against a boss. This state would last until the next day and can be overridden by other states (Grateful, Depressed, Upset).
- Grateful: Quotes refers to the player Victory over a boss (only when defeated for the first time in the world) by congratulating him and thanking him. This state will last until the end of the day and will shift into a happy state for another full day. (unless overridden by Depressed or Upset)
4 - Some funny little interactions
Finally just the ability to do some games with other NPCs, such as playing Tic-tac-toe or Rock-Paper-Scissors (already implemented) with NPCs would be nice, certainely not useful but fun nonetheless. I also thought of bets with the merchant and arm dealer to spice things up… imagine the situation:
Finally just the ability to do some games with other NPCs, such as playing Tic-tac-toe or Rock-Paper-Scissors (already implemented) with NPCs would be nice, certainely not useful but fun nonetheless. I also thought of bets with the merchant and arm dealer to spice things up… imagine the situation:
:I bet you 1 Platinium that I'll chop the moonlord in half!
*player's inards became outards*
: I... Don't remember how much did we bet one gold am I right?
: Gold I heard? Let me take that off ya!
*player's inards became outards*
: I... Don't remember how much did we bet one gold am I right?
: Gold I heard? Let me take that off ya!
5 - Improved movement
In order to let NPC move out of their house and feel alive and intelligent (as pointed out by Meta Knight_but_Terraria) NPC movement should be improved. Although NPC can and will go trough platforms and jump to reach their new houses, they loose this ability when in their houses. The solution would be to allow them to freely jump and go trough platforms as a player would do. Even zombies can jump and move through platforms so why not NPCs?
However, jugdeing by how zombies jump in the void and get stuck, it would be important to make NPC "verify" the choosen path before taking in order to see if it is reachable. It would avoid NPCs getting stuck or falling from their homes.
That's all for now, but I'll try to come up with more interesting ideas and better presentation! Comment on what do you want to improve to NPCs!
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