Devlog3 Shield Of Brave
Hello everyone,
In this Devlog 3, I’m talking about the NPC behavior in my game.
Each NPC has their own personality, their own routine and path that they follow based on their personal needs. They’re not stuck in repetitive loops , their routes change over time, and they interact with each other, as well as with you.
For example, if you fire a shot near them, two possible reactions can occur: they’ll either flee or attack.
Some NPCs will prefer to run away and keep their distance from the danger you represent, while others will decide to fight back.
This reaction depends on each NPC’s profile , some are programmed to have a higher chance of fleeing, others are more likely to stand their ground and kick your ass, and a few are set up with an even 50/50 balance.
Some NPCs even have their own vehicles , they get in, drive to their destination, get out, and continue their daily routine.
The goal is to build a coherent world where every action has a cause and an effect.
In other words, when you see an NPC, it’s a character that has existed since the beginning of the game, not something that just “spawned” out of nowhere. Unlike in many games where NPCs disappear as soon as you turn a corner or look away, here, every NPC is unique and persistent.
So, if you see an NPC doing something, then go somewhere else and come back later, you’ll find them in the same place if, according to their own logic, they’re still supposed to be there doing something.
If not, it’s not because they suddenly vanished — it’s just that they’re somewhere else in the same scene, going about their activities.
That’s the progress so far for this Devlog 3.
See you in Devlog 4, and thanks a lot for following my work!
Get ShieldOfBrave
ShieldOfBrave
| Status | In development |
| Author | ArleGames |
| Genre | Action, Shooter, Simulation, Visual Novel |
| Tags | 3D, First-Person, Indie |
More posts
- devlog1 Shield Of Brave13 days ago
- Devlog4 Shield Of Brave15 days ago
- Devlog2 Shield_Of_Brave20 days ago
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