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Star Nomad 2 Patch Notes (v 2.22.07)

Half Geek

This update contains a lot of changes that I have wanted to do for a long time, but the “don’t change working code” worry kept me from doing it. 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.

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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. A comprehensive breakout and applicable use cases can be found below.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. During big long quest chains, there are periodic quest stages where you have to wait 1-2 in-game days before checking in with the NPC again. Diegetically, the NPC has to prepare a machine or potion, or get supplies, or whatever.

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Darner's Digest, vol. 3: on the Yarn Spinner v2.0 release + a YS primer

Radiator Blog

Nothing stops you from adding more commands, functions, markup tags, or new ways to process the script. // custom NPC AI script example? Both of those famous games are very typical video game RPG style things where you walk around a world and talk to NPCs, one at a time. try Ink know very little Unity coding + making a small game?

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Operationalize generative AI applications on AWS: Part II – Architecture Deep Dive

AWS Games

The architecture that we describe here is a solution guidance to create non-player characters (NPC) for games using generative AI services. Code Pipeline: Detailed Figure 4: Detailed Code Pipeline An AWS CodeCommit Repository is created to store the application code. In this blog we will dive deeper into the architecture.

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Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving). It would feel terrible.

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Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

As Moonwards grows, it will be providing a series of add-ons back to the community for any project to use, adapted from our code. More than that, it’s conveniently network-able code, you get beautiful GameStates out of the box – sequential data, vectorized iterations and all that lovely stuff. However, Godot is not ECS, simply put.

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