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Star Nomad 2 major update incoming

Half Geek

It’s a balancing act between more vision, and avoiding everything looking too small on mobile screens. An example of the new design below: With more space, there will also be an increase in NPC ship activity. Other NPC ugprades include additional missile launchers and drone bays on ships that field drones.

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Mmorpg ingame economies have inflation, that’s pretty much a given. How do developers make it so that it’s not so rampant?

Ask a Game Dev

In most games, a player character can typically sell as many wombat testicles to the NPC vendor as she might have, creating new currency out of thin air for each testicle sold. There is no limit to the number of wombat testicles she can sell and there is no limit to the amount of currency the NPC can generate for her.

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Star Nomad 2 Patch Notes (v 2.22.07)

Half Geek

NPC Flight AI updated to take advantage of the larger flight area. Roguelike mode, NPC pilots will rank up and upgrade their ships more often. In the mid-game, NPCs will come equipped with better armor, shields and weapons. NPC Combat Drone AI re-coded, to optimize flight patterns enabling more shots on target.

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Star Nomad 2 Update 2.22.08 (Beta @Android)

Half Geek

Some bug fixes and re-balancing. Fixed a bug with Merchant NPC during random encounters, if the player is busy in conversation, and Pirates or Zerkers interrupt, it will now resume normal flight. Thank you to players who have provided feedback! Fixed bug with new player Drone AI sometimes flying off into the void.

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AWS for Games to spotlight generative AI at GDC 2024

AWS Games

Attendees can also check out Ada, a prototype in-game NPC powered by the MetaHuman Animator in Unreal Engine and Amazon Bedrock. Managing live games requires a balance of retaining mature players with evergreen content, personalizing offers, attracting new players, and getting them into your core loop as quickly as possible.

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AWS for Games debuts Guide to Generative AI for Game Developers, and more at GDC 2024

AWS Games

The Dynamic NPC Dialog Demo highlighted Ada, an example for building an in-game non-player character (NPC) as a generative AI application, using Unreal Engine MetaHuman by Epic Games.

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Say you’ve got a dungeon that can be played with 1-8 players; how do you scale that for each number of players? What variables tend to wind up being the most fun to have tweaked (enemy hp, numbers, etc)?

Ask a Game Dev

However, doing this for one to eight players (or, as it stands now in WoW anywhere from 10 to 30) means eight balancing passes for every encounter. while others like specific attacks and cooldowns often require more careful balancing. That's far too much work to do in any reasonable amount of time.