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Well, don't let NPCs fall to their death if they are potential companions.

These problems arise when a game engine starts as a generic physics simulation and various restrictions/rules mandated by gameplay design are added as an afterthought.



What should happen if you knock a potential-companion-but-current-enemy off a cliff in the middle of a battle?


This may sound a bit silly, but depending on the story needs, these can potentially be completely separate entities. That way you wouldn't need to create a weird crossover entity that switches between friendly and enemy AI components etc.


But then when you kill a potential companion it wouldn’t cancel their quest.


How do you start a quest with a dead entity?


Exactly.




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