Update 9 - NPC Status UI
- Developer
- Nov 8, 2024
- 3 min read
Much bigger update this time. Want to push through this otherwise will keep delaying progress update and start to stack too much. Progess since last update:


New Feature
(Those are just general design for now, will expand and explain more as I work on each individual System.)
NPC Personality System
NPC will now have different personality range from Introvert, Extrovert, Rational, Judging etc.
This personality will be catagories into 4 ArchType (Color not finalised):
- Rational Introvert (Blue)
- Intuitive Introvert (Green)
- Rational Extrovert (Yellow)
- Intutive Extrovert (Red)
And further subcatagories into 16 major types. Within each type there will also be variations such as Level 3 Introvert vs Level 2 Extrovert (In this case this NPC will be classify as Introvert Personality)
This will form their behaviours pattern such as whether they want to talk to each other or being stressful from around lot of people and more. I will go through more details on what each Personality stats will reflect in their behaviour in future implementation posts.
Attributes System This is similar to the traditional RPS stats system with Str, Agi, Int etc but I have more plan to make it different than just numbers. For example, NPC with higher perception will be able to see and/or hear further, while NPC with low Perception might have enemy walk right in front of them and didn't even realised.
Desires System
Each NPC have different desire or goals that they aim to do. This range from short term goals such as have something to eat to long Term goals such as become a guard captain or murder someone.
Memory System
NPC will retain memory through out their live which will shape who they are and what they will do. More on this when I start working on it.
Added:
Added NPC status UI Lite - This includes personality radar graph, stats bar such as stress, hunger and energy.
Added experimental NPC Status UI Detail view - Press tab again after enter Lite view to enter the Detail view. In this view there will be more details menu options such as full memories view, Opinion/Relationship view, Goal/Deaire view, Guild view, equipment view. This view will also cause camera to track and follow npc instead of follow player. (Note; player still can get hit and damage). Exit this view by untarget npc. (Middle mouse click)
All characters(Human) get initial currency of 20 doughs. With a passive income of +10 Per day. (Might remove the passive income in the future after implement more ways to earn money (doughs)).
Changes:
Updated AI system - Muse Behavior to new version. (Took a bit of work as this new version contain breaking changes. Have to re-do all existing logics.)
Optimised:
Updated NPC clothing culling LOD
Fixes:
Fix non-combat run animation buncing bug.
Fix Herbalist NPC trying to access destoryed world object
Broken & Fixed:
Jump height and walk animation (Broke due to switched character controller to follower entity)
Target locked movement Speed (broke due to switched character controller to follower entity)
Gltf shield rendering broken (Replace with kite shield)
To-do reminder:
Zoom in affect when switching different UI views.
Known Issues:
Clothes disappear when camera clip too close to player body.
Movement bug when un-target npc.
Others:
Restructured files and folder for version source control and backup.
Notes:
Even though the game is not released yet. Start doing a nicer and more proper update log so that eventually when I release the game each update can follow the same format. Probably better to inform my playerbase on the changes this way.
I will keep posting in this format where each progress update posts will consists of all the smaller changes from the Devlog updates since the previous progress update post.
Devlog updates will continue to be smaller more frequent updates on any work in progress.