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Overview Video Screen Shots Design Plan History Team Development
Plan
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Vertigo PC Plan Non-Player Character Behavior Language: C++ Libraries: NONE Algorithms:. Priority: High Requisite Components: Engine, Collision Detection Platform Dependent: No Data Structures: Description: Non-player character behavior is a crucial piece of the game. Every non-player character (NPC) must interact with the rest of the world. This is accomplished by assigning each NPC an object which encapsulates its current state and its update and collision functions. The current state of the NPC describes the type of behavior which it is currently performing. Possible states include RUNNING_AWAY, CHASING, CRASHING, RACING, etc. Each state may have sub-states, for instance chasing may have three states, one when searching for the target, one for when the target is spotted but far, and another for when the target is near. The update function for an NPC evaluates the current environment in the context of the current state of the NPC. The update function can perform any action which the user characters are able to perform, for example, push to gain speed, start or finish turning, start a trick. User characters which are not skateboarders will have mush simpler actions and therefore much simpler options in the update function. Each NPC may need a special collision
function. This is useful in the case where causing one member of a skate
gang to crash will incite the other members of the skate gang to chase
the player. In this case, the collision function will update the other
skaters state to be CHASING.
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