Hytale Blog Hytale Blog Breakdown - AN INTRODUCTION TO BUILDING NPC BEHAVIORS

Dannypent

Community Manager | Developer
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Hytale Blog Breakdown - #12
Welcome to the Hytale Blog Breakdown, where we summarize all the latest news coming straight from the Hytale Development Blog.

Blog Summary:
This week's blog focused on showcasing Hytale's NPC / creature behavior scripting system.
Key Takeaways (Zero Speculation, All Fact):
  • Behavior is scripted using JSON configuration files
  • Examples of configurable settings include: triggering animations, alerting other NPCs or creatures, changing states, fleeing when attacked, defending self when attacked, chasing after players or creatures, and seeking out objects such as campfires or food
  • The system is modular to reduce the amount of excess coding required to create or modify creatures and NPCs
  • Three main components of the JSON configurations include: Sensors, Motion, and Action
  • Trork discoveries:
    • An example of a fun behavior includes Trorks, where they'll spar with each and other and fall asleep if knocked out
    • Another example given was Trorks responding to discarded meat on the ground - once seen, they will run up to it and begin consuming it
    • Trork archers switch to melee to defend themselves when in close combat
    • Trorks like to sit and nap by fires
  • Another behavior example is Kweebecs seeking out sun to sunbathe
  • Another behavior example is Goblins throwing bombs at "problems"
Check out the original blog post: https://hytale.com/news/2019/4/an-introduction-to-building-npc-behaviors
 

Spath

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Oh I cannot wait to see the full extent of what you can program into the npcs. I loved the video of the the Trork going under cover when it rained.
 
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