Making NPCs come alive, actions and progs
In previous posts we have mentioned the actions and progs that grant the NPCs of our world the ability to interact with the players (from the most complicated quests to just attacking them on sight) but we though it was worth a bit of explanation about them and how Baram implemented them for Ilyrias ( as they don't come with the default Rapture engine which just has the very very basics ).
Actions are just special attacks that NPCs can do, with some requirements (for example, the creature must be awake, or standing) , some visible messages for the target and anybody looking at the scene that describe what's going on and an effect (like, in the case of attacks, the player losing hit points and being stunned). They need a compiler to be usable by Ilyrias and are relatively fast to be introduce by the builders.
Progs are much more complicated and require a different compiler and interpreter to be able to use and execute them in game. They're scripts (with variables, variable scope, functions, methods, conditions, loops as any scripting language) that need to be coded and compiled by builders, and then executed on a virtual machine by Rapture. In exchange for all this complication, Ilyrias will be able to have quests, our system of fame/infamy, Mob feelings and would be a less complex and fun role playing game. They can be as complex as the builder needs them to be allowing for world wide quests or higher levels of artificial intelligence for the NPCs both singularly or as a group (for example, they can control that your actions in a village affect ALL the NPCs in said village, or even those in the opposing village).
Speaking of quests, Lyrian, our head builder, is now asking for ideas for small quests you'd like to see around the world of Ilyrias. So if you have any, read the quest ideas thread and submit it.
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Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.
Actions are just special attacks that NPCs can do, with some requirements (for example, the creature must be awake, or standing) , some visible messages for the target and anybody looking at the scene that describe what's going on and an effect (like, in the case of attacks, the player losing hit points and being stunned). They need a compiler to be usable by Ilyrias and are relatively fast to be introduce by the builders.
Progs are much more complicated and require a different compiler and interpreter to be able to use and execute them in game. They're scripts (with variables, variable scope, functions, methods, conditions, loops as any scripting language) that need to be coded and compiled by builders, and then executed on a virtual machine by Rapture. In exchange for all this complication, Ilyrias will be able to have quests, our system of fame/infamy, Mob feelings and would be a less complex and fun role playing game. They can be as complex as the builder needs them to be allowing for world wide quests or higher levels of artificial intelligence for the NPCs both singularly or as a group (for example, they can control that your actions in a village affect ALL the NPCs in said village, or even those in the opposing village).
Speaking of quests, Lyrian, our head builder, is now asking for ideas for small quests you'd like to see around the world of Ilyrias. So if you have any, read the quest ideas thread and submit it.
----
Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.
