Night-Time AI for NPC Groups outside cities.

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Espa
Posts: 99
Joined: Sat May 07, 2016 8:12 am

Sat May 21, 2016 7:59 pm

Hello all,

So I wanted to make a new thread about this since the last one was more focused towards players, but it did bring up interesting discussion about NPCs and some interesting ideas on how they would work at night - Namely, set up a camp, perhaps a few guards, and sleep for the most part . . While others may find this time to be the most active, say creatures or groups such as NPC thieves/ninjas.

I would say that these kinds of interactions and visual animations are just on-par with new dialogue with the AI and would better serve the game to look and feel realistic. - Yes, in towns, guards and civilians hide away to their beds and go about it realistically. This is fantastic ^_^ And I hope that it can only get better as the game improves and more dialogue/variations of actions are introduced.

Most importantly, perhaps more important than these gestures of static AI, would be the dynamic AI packages that would be attached to squads of NPCs that are set to roam the world. Logically, these guys can't walk forever, even if in the game-files there is no *real* detriment for them to do so, it should still be a part of their 'personality' to wish to find shelter when its' night, or the opposite for certain beings.

Perhaps in the future this can extend to a sort of Maslow's Hierarchy of Needs where NPCs show a certain emotional state in which they can simulate desires for Shelter, Security, Relationships with others, Achievement, and having Peak Experiences. (I know this a lot and probably way too much to work on for a game already this far in production, but I thought it worth mentioning.)
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On a smaller scale, it would be interesting to see animations and/or actions that NPCs perform when certain weather effects occur - Such as taking cover from rain, or holding a hand over their face when a sandstorm in passing through.

These small, yet personal, effects are what bring a world to life - and I think Kenshi has the potential to do this.

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Espa
Posts: 99
Joined: Sat May 07, 2016 8:12 am

Sat May 21, 2016 10:47 pm

Link to Steam Discussion Version, more hits/ideas.

http://steamcommunity.com/app/233860/di ... 684431375/

I strongly recommend checking on both for adding information, or gathering it.

Lumi has informed me that there's a minor aesthetic version of this at Bandit Camps/Bars where the characters simply sit there, but its not at all having to do with the time of day, or weather, or whatever.

I believe this can be improved upon.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Sun May 22, 2016 9:04 am

I really like the idea of the game adding more motive to observe night-time, to actually respond as if it makes more of a difference than just adjusting the brightness of the screen. I like this idea because if the NPCs are already responding to the night, it makes it more natural for the player to set up camp for the night on a long journey.

I like the suspense of setting up a watch and keeping guard over your sleeping party.

Plus this adds a lot to strategy. One could forseeably track a caravan from a distance during the day, then spring the attack while the caravan is stopped for the night.

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Espa
Posts: 99
Joined: Sat May 07, 2016 8:12 am

Sun May 22, 2016 11:39 am

Berzerker Jay wrote:I really like the idea of the game adding more motive to observe night-time, to actually respond as if it makes more of a difference than just adjusting the brightness of the screen. I like this idea because if the NPCs are already responding to the night, it makes it more natural for the player to set up camp for the night on a long journey.

I like the suspense of setting up a watch and keeping guard over your sleeping party.

Plus this adds a lot to strategy. One could forseeably track a caravan from a distance during the day, then spring the attack while the caravan is stopped for the night.
Thank you! You may be the first to actualize a part of my vision ^_^ I really love the idea of playing as committed Ninjas, Thieves, Assassins. . Or even Temple Guard against the Darkness. There's different playstyles that emerge when this kind of emergent AI is unleashed and you are given way more options.

Also, if you work under the cover of darkness and have a very skillful Stealth/Assassination player, you could round up the small guard patrol and then seize the sleeping others while they're still in a waking up process and give you the advantage over certain groups.

Not to mention, but this allows the Devs to think up ALL sorts of new creature types and group behaviors that oppositely match their daytime cousins - Such as some deadly monster or a group of assassins have come for the head of whomever (Your crew, or even another NPC group). There is A LOT to be gained in visual appeal, as well as limiting NPCs in a way that allows the player to make a decision if they wish to interact. . and I think that's exactly what the game is all about. Opportunities.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Tue May 24, 2016 9:34 am

I would love to see some kind of giant maggot-like creature, with a pharyngeal jaw that can reach out some good distance and grab a target for another harder-hitting bite, that only hunts in darkness and is otherwise slow-moving and vulnerable. It could also actively move away from light, making torches that much more appealing. ;)

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