Todo List

Must haves

  • Add Gambler
  • Add Companion
  • Sounds (for dialogs, lines, attack sounds etc)
  • Respawn when not in range
  • More Languages Support
  • Improve Mob Spawner
  • Improve Mob Cloner
  • Add Auctioneer role

Should haves

  • Add Thieves
  • Enchanting role
  • Add Fisher Job
  • Add Miner Job
  • Innkeeper

Could haves

  • Quest waypoints
  • Let npcs sleep at night
  • Mounts
  • Blacksmith
  • Add more models
  • Redstone powered spawner

Would like to have

  • Add conversation npcs
  • Add npcs who follow other npcs
  • Add builder npc
  • Let npcs spawn naturally

Plans List

Innkeepers

  • Add InnDoors which you can hire
  • Only the player hiring the door will be able to interact with it

Companion

  • You will be able to set an npc as companion role
  • In the edit screen you can set what quest needs to be finished for it to turn to a friend.
  • A friend is like a mercenary only with more option
    • You can equip armor to a friend and that armor will actually reduce damage and can break
    • A friend can cary items for you
    • A friend will have a hunger bar and will need food
    • You will be able to set a number of dialogs to comunicate with it
    • Can be set to pick up nearby items

Boss Role

  • You get to set 4 health points and 4 npcs from your cloner
  • At set health point it will change into the set npc allowing you to have multiple stages in a boss fight
  • Will probably add the ability for music during the encounter

Navigation Types and Properties

  • Land Navigation: Default
    • Avoid, or don’t avoid certain hazards (lava, fire, water, cliffs)
    • Climb up (or down) walls
  • Hovering Navigation
    • Hover at a minimum and maximum altitude above the ground
    • Can ascend if too low on the ground, or descend if too high
    • Can be allowed to wander on the ground unless it has a target
  • Jumping Navigation
    • Can leap at low, or high altitudes
    • Can be restricted to a maximum jumping height
    • Can either always jump, or only jump under special conditions
  • Teleporting Navigation
    • Can be restricted to teleport at only certain intervals and within certain ranges
    • Can be allowed to teleport away from damage
  • Pathmaker tool should allow NPCs to use special navigation types

Attack Patterns

  • Rush: Default attack pattern, will simply charge at the target, or stop to shoot.
  • Dodge: NPCs will attempt to avoid your attacks.
    • Melee NPCs will zigzag towards you before attempting to attack.
    • Ranged NPCs will move to a different position after every shot or burst.
  • Surround: Melee NPCs will circle around their target.
    • NPCs can either move in a decaying orbit, or slowly circle at a fixed distance before lunging to attack.
    • if the target makes a run for it, the NPC will immediately pursue.
    • Ranged NPCs will orbit their target and fire randomly.
  • Ambush: NPCs will actively hide from their target in one spot and attempt to catch it by surprise.
    • The trigger to attack can either be based on distance, or if the target is looking in the NPCs direction.
    • NPCs can cease attacking and retreat based on either amount of damage, or amount of attacks.
  • Stalk: NPCs will try to take the most secluded path to their target, trying to move close while staying hidden.
    • NPCs can be allowed to move and attack only if the target is looking away from them.
    • For Melee NPCs, There is a changeable distance for how close the target must be to charge at it
  • Attack patterns will be tailored for each unique navigation type.

Experimental Ideas

  • Actively seek out and climb ladders if it is the better path to its destination
  • Sleep in beds during the night, and occupy them
  • Combat NPCs could choose different types of attacks dependent on health and target stats
  • Having guards Aggro default mobs into attacking them without having to attack first
  • Create Scalable immunities, such as resistance against projectiles, explosions, and magic
  • Allow guards to only attack certain mobs, with settable priorities
  • Actively seek out and pick up dropped items