Game Development Community

NPC schedules?

by Joel Schilling · in Verve · 09/30/2009 (2:36 pm) · 3 replies

Hmm, I made a thread but it seems to have disappeared into the ether...

I'm curious if Verve can be used for NPC scheduling. Eventually I will probably buy Verve to add cutscenes to my game. But more immediately I am interested in adding NPC schedules to my game. For example, making a guard patrol the city, a person walk from one building to another and back, walk around their house, etc. It needs to be in a non-blocking way so all the NPCs can be doing their thing while the player is playing the game. It needs to allow "interuptions" such as the player stopping the guard on his patrol circuit to talk to him, using something like Yack Pack.

Can Verve handle this?


#1
09/30/2009 (6:35 pm)
If you're looking to path your AI entities on predefined paths, sure. You have the ability to momentarily pause them on their path, then just reactivate it to get them moving again.
#2
09/30/2009 (10:28 pm)
Cool, thanks for the response. And the AI entities can be following this path while the main character is doing whatever he wants, without blocking the thread. I guess the word I am looking for is asynchronous.
#3
09/30/2009 (11:42 pm)
Yeah absolutely.

If you think about it, a cutscene is really just a sequence of events. That is precisely what Verve offers to you. You may enforce a camera view (which one might do for most custscenes or cinematic sequences), or you can let the player run free.

You can have any number of sequences playing at any given time.