NPCs: A Simple Start


The time finally came to make my first NPC, and it was quite a ride. Things still aren't great, but they work! I used a few different Gemini chat instances this time. I had some issues getting my interactable base modified to be an NPC. I started by making a copy of what I'd already done. I modified some of the node names and changed some variables in my script.

I removed a bunch of stuff that I didn't want but that ended up biting me in the ass. My player character script was dependent on a few variables to allow interaction. Those variables aren't needed on NPCs due to differences in the way I want things to work. In the end, I left the variables in place to make things work.

I will have to go back and make some changes to my player character though. There's so much bug fixing to do. . . I raised another issue today. Well, I added more to an existing issue. Seems my player can still move around when time in the game is stopped. . . my bad! But still, I've got an NPC, with an idle animation, that the player can talk to (sort of). 

It opens my (non-working) dialogue system scene. It sets the dialogue id properly and everything. I'm so happy with my progress so far! I guess my next step is going to actually be building out the inner workings of the dialogue system. I can't wait to finally have something I can upload and share! It's getting closer. . . Not a whole lot of internals systems to build yet, I think the main one is going to be the inventory screen. I tried to ask Gemini to output my to do list, but it just can't ever remember anything. 

Anyway, I'm close, getting closer every day. Soon I'll mostly be working on world design stuff and less internal system stuff. 

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