{"id":3386,"date":"2014-07-28T23:22:39","date_gmt":"2014-07-28T13:22:39","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=3386"},"modified":"2014-07-28T23:22:39","modified_gmt":"2014-07-28T13:22:39","slug":"npcs-2","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2014\/07\/28\/npcs-2\/","title":{"rendered":"More on NPCs"},"content":{"rendered":"

\"Screen<\/a>Yesterday I mentioned making NPCs into their own thing, instead of being very small buildings.<\/p>\n

Today, I added a few behaviours to them. They now wander around within a small area near where they’re placed, and they now look at PCs who come to take quests from them. In this screenshot, the PC in the bottom left (the oddly named “Phoplofe” the thief) is collecting a quest from the NPC quest giver (as yet unnamed). I was surprised at how much life it adds to the world, having NPCs wander a little, and turn to face the players who interact with them. I wonder whether it would be worthwhile to do the same thing with monsters as well.<\/p>\n

Some other new things from today:<\/p>\n