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IDProjectCategoryLast Update
0009968Shattered HavenGameplay IdeaMar 17, 2013 11:43 am
ReporterGameMaker24 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Summary0009968: NPC characters Lela and Mary that follow you during single-player mode.
DescriptionWhen playing single-player, we need an NPC sprite for Lela (and one later, for Mary) that follows you around. This is better than having an NPC that wanders aimlessly but suddenly is part of a conversation at key locations, regardless of how far away the player is from her.

We wouldn't want the player to be followed at *all* times because of the many deadly levels where the NPC character would get killed. In the latter, we might station a partner NPC to one safe spot near the beginning and remove that N/E tag when the level is complete. And, at times, leave the NPC waiting in the overworld, near the portal.

Setting this option can be as simple as FGADD TILE# LelaFollower during PRELOAD.


TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

GameMaker24

Jan 16, 2013 8:11 pm

manager   ~0029824

I made this issue a month and a half ago, so it needs to be updated to include the concept that we also will have both male characters as potential followers.

I have a new thought to add to this: What if the AI for the follower was two-fold, in that he or she follows you much like a Gray would, when you move beyond 5 tiles from that NPC, but otherwise walks around randomly like a standard NPC?

This would allow the other character to be "doing something" when you're in close proximity instead of just standing directly behind you. When you leave that range, the character follows you until it's close enough to start wandering again.

I was inspired by the wandering NPCs I have now, which you can talk to for quick conversing, but which need to stay within earshot when a story scene is triggered.

Chris_McElligottPark

Jan 18, 2013 8:08 pm

administrator   ~0029947

* New "follower NPCs" are now implemented, either as just "whatever player 2 would be" or as the male player or female player (in these cases it's a male player or male follower as opposed to the recently-added male player or male wanderer, etc).
** You can talk to these NPCs, and they follow you quite quickly except stopping when they get within 70px of you. They take damage just like a secondary character would, and you get the health bar for them like in 2P if they are present; you lose if they die, same as you do in MP.
** I have implemented the general overworld (ie non-tutorial) case all through level 004 Deadlands.
** I have also set up text for the characters in 004-D that works for them talking to each other in single or multi player. Note that I put the same text on both Player1 and Player2Follower, so that it's the same no matter which speaks to which (both characters get dialogue lines in both cases).

* NPCs, including your own "player followers" now will outright collide with harmful background tiles like pits and lava, thus preventing them from falling into them and getting killed.


Having them literally start wandering when they are nearby would be a lot of trouble to actually get to them to talk, and it's really distracting in practice given how fast they have to run to be able to comfortably keep up with you.

GameMaker24

Jan 19, 2013 11:27 am

manager   ~0029964

Overall, it's a lot more fun having someone follow you! I would have opted for a larger range before you're followed, but then again, that would make it that much harder to keep the NPC safe. As for random walking, I guess the player won't sit still long enough for that to be important.

- Since people don't like escort scenarios, can you add some AI that makes the NPC run away from Grays, or at least stay closer to you when threatened? I think in those instances, they really should follow like Princess Zelda!

- The NPC should scream when taking damage, just like P2 probably does.

Chris_McElligottPark

Jan 21, 2013 10:40 am

administrator   ~0030056

In terms of the AI to make the NPC run away, we'll see. That's more complex than you might think, but with the new pathfinding in for them that's at least a lot better.

For the other:

* Player2Follower, MalePlayerOrNPC, MalePlayerFollower, FemalePlayerOrNPC, and FemalePlayerFollower were previously all eerily silent; now they play hurt sounds like player 2 would.

Chris_McElligottPark

Mar 17, 2013 11:42 am

administrator   ~0031215

Done a while ago so far as I know.

Issue History

Date Modified Username Field Change
Dec 1, 2012 4:06 pm GameMaker24 New Issue
Dec 1, 2012 4:06 pm GameMaker24 Status new => assigned
Dec 1, 2012 4:06 pm GameMaker24 Assigned To => Chris_McElligottPark
Jan 16, 2013 8:11 pm GameMaker24 Note Added: 0029824
Jan 18, 2013 8:08 pm Chris_McElligottPark Note Added: 0029947
Jan 18, 2013 8:08 pm Chris_McElligottPark Status assigned => resolved
Jan 18, 2013 8:08 pm Chris_McElligottPark Resolution open => fixed
Jan 19, 2013 11:27 am GameMaker24 Note Added: 0029964
Jan 19, 2013 11:27 am GameMaker24 Status resolved => feedback
Jan 19, 2013 11:27 am GameMaker24 Resolution fixed => reopened
Jan 21, 2013 10:40 am Chris_McElligottPark Note Added: 0030056
Mar 17, 2013 11:42 am Chris_McElligottPark Note Added: 0031215
Mar 17, 2013 11:42 am Chris_McElligottPark Status feedback => resolved
Mar 17, 2013 11:42 am Chris_McElligottPark Resolution reopened => fixed
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea