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Full All Hail Temos update
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What changed
- Gameplay
- UI and audio
All Hail Temos changes
One important aspect of having a first-person open world RPG, like All Hail Temos, is to have a good coverage of cases for how your NPCs will react to the player, and to other NPCs (allies and enemies).
In this post I am going to go over how I’m breaking down the work to cover a good set of cases for what an NPC needs to detect, and what they might do about it after they detected it.
Some of these will be determined by skill and narrative checks, all of them will take the context of the NPC involved into question to determine the action taken.
NPC Sense: Sight
Anything the NPC could see I will group under sight.
NPC sees the Player has their weapon drawn
Call guards - Run to safety - Attack
NPC sees the Player attack a friendly NPC
Call guards - Run to safety - Attack
NPC Sees Player Steal Item
Call guards - Attack - Dialogue: Demand goods be returned or payment
NPC finds a dropped item
Ask if anybody dropped it - Take it to the tavern, lost and found - Take it for themselves
NPC sees enemies are attacking
Call guards - Run to safety - Attack
NPC sees an enemy, but is not seen yet
Sneak to safety (quieter) - Sneak to guards (quieter) - Sneak to attack - Attack
NPC has the player stand next to them
Look at them, and then away - Give them gestures based on mood, disposition, and rank.
NPC finds an unconscious body
Call guards - Run to safety - Ready for attack
NPC sees an injured ally
Heal them - Run for help healing them - Carry them to safety or healing
NPC Sense: Sound
One of the keys for having stealth implementations is the volume level of sounds, and what type of sounds that might be, as well as the proper amount of remembering and forgetting things so that guards are interesting, but gameable.
NPC hear a dangerous sound
Run to safety
Run to guards, calling for them
NPC on Guard hears a noise
Check it out - Run to safety - Run to backup, without calling for them - Sneak to safety (quieter) - Sneak to get backup (quieter)
NPC Sense: Touch
Direct interaction with the NPC.
NPC is attacked by player
Call guards - Run to safety - Attack - Dialogue: Contextual response
Player collides with force into the NPC
Call guards
Run to safety - Attack - Dialogue: Rebuke
NPC is hit by an object, without knowing where it came from
Investigate where it came from - Call guards - Run to safety
NPC is afflicted with a negative status effect (ex: burning)
Cure status effect - Run for help - Call for help
NPC Sense: Taste & Smell
In terms of gameplay, I’m not going to be implementing any AI features about taste and smell initially. Smell could become a sense in a later version of hunting or something like that. I’m not sure if taste can be implemented for any useful purpose in NPC AI.
NPC Sense: Self Evaluation
In terms of actual sensation, you might consider this proprioception, but it is also keeping track of their status and status of their equipment.
NPC is injured
Heal - Run to safety - Call for help
NPC is out of ammunition
Run to safety - Look for ammunition - Switch weapons
NPC regains consciousness, but has clothes looted
Put on clothes inside inventory - Run home to get clothes - Ask teammates for clothes
NPC regains consciousness, but has no weapons
Look for weapons - Ask teammates for weapons - Run home to get weapon
NPC Sense: Teamwork
Teamwork would not normally be a sense, but it’s easier to put it through the same workflow as the senses, as they have sensors for what is going on with their teammates as part of their decision making process.
NPC is checking something out
Call out to come together - Call out to spread out
NPC found their target
Attack - Call for backup
How will this affect gameplay?
Having a good coverage of NPC behaviors should make the game more interesting, as the NPCs are configured to react to the player in a lot of different circumstances, and then will do something based on their stats and the context.
Conclusion
In the future I will go into more detail on the AI decision making system I’m using, and the pros and cons of how I have things set up. For now, this was an overview of how I’m thinking about AI reaction coverage.
If you’d like to know when the demo is released or find out more about All Hail Temos, please Wishlist and Follow on Steam.
Source
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