Well, there's this Phrak, see, and he's special. It was fascinating, Nat/Geo, Animal Planet type stuff. It made me wonder, just how much interactivity can mobs have? Can a survival style game with Minecraft like mob activity be made using Dungeon Siege? Or would the interactions be more like my Phrak bro, an amusing and unexpected vignette, with no gameplay value?
I totally agree and for me this is like some sort of holy grail. How to get more interactivity into the game without resorting to scripting. A similar example was reported by bare_elf a couple of months ago when a npc decided to follow her party for quite a while. We couldn't figure out why.
I've been trying to add more of this type of interactivity into my mod for DS2 (the DS1 Legendary Mod). Unfortunately GPG actually downgraded the ai in DS2 compared to DS1. One example, it is no longer possible to resurrect npcs. Poor Lagreth now remains dead permanently, as does that poor soul in LOA who died in the prison under Jerkhal's Crown and could be resurrected and talked to in LOA.
I haven't been able to solve that issue in DS2 but I have started adding some more random interactivity into the mobs. For example bears now are almost as likely to go into a rage and attack other monsters as they are to attack you. Of course this is still scripted but randomized with a trigger check to revert the bear to evil if you approach it too closely. So the bear starts out evil until the player gets into range, then randomly turns good and so starts attacking other monsters. If you get inside its comfort zone, it will then turn evil again and start attacking you.
So far only certain monsters will do this as I don't have a method at the moment to tune mobs like this, for example wolves - which would be a good choice for randomly attacking other monsters. It would also be good for different humanoid races to also attack each other as well as the hero. We sort of need an alignment midway between good and evil, which will attack and be attacked by both.
Still such behaviour needs to be scripted to some degree as otherwise it wouldn't mean anything to the player if it happens outside of their view - for example when the world frustrum is loaded into play. Otherwise the player would just see bodies lying about without any clue to what happened (this actually happened with a quirk in the Legendary Mod which caused krug and bandits to have a small chance to attack objects. In DS1 it works as intended but in DS2 it actually causes them to also attack other members of their race, without retaliation - not realistic).
I totally agree and for me this is like some sort of holy grail. How to get more interactivity into the game without resorting to scripting. A similar example was reported by bare_elf a couple of months ago when a npc decided to follow her party for quite a while. We couldn't figure out why.
I've been trying to add more of this type of interactivity into my mod for DS2 (the DS1 Legendary Mod). Unfortunately GPG actually downgraded the ai in DS2 compared to DS1. One example, it is no longer possible to resurrect npcs. Poor Lagreth now remains dead permanently, as does that poor soul in LOA who died in the prison under Jerkhal's Crown and could be resurrected and talked to in LOA.
I haven't been able to solve that issue in DS2 but I have started adding some more random interactivity into the mobs. For example bears now are almost as likely to go into a rage and attack other monsters as they are to attack you. Of course this is still scripted but randomized with a trigger check to revert the bear to evil if you approach it too closely. So the bear starts out evil until the player gets into range, then randomly turns good and so starts attacking other monsters. If you get inside its comfort zone, it will then turn evil again and start attacking you.
So far only certain monsters will do this as I don't have a method at the moment to tune mobs like this, for example wolves - which would be a good choice for randomly attacking other monsters. It would also be good for different humanoid races to also attack each other as well as the hero. We sort of need an alignment midway between good and evil, which will attack and be attacked by both.
Still such behaviour needs to be scripted to some degree as otherwise it wouldn't mean anything to the player if it happens outside of their view - for example when the world frustrum is loaded into play. Otherwise the player would just see bodies lying about without any clue to what happened (this actually happened with a quirk in the Legendary Mod which caused krug and bandits to have a small chance to attack objects. In DS1 it works as intended but in DS2 it actually causes them to also attack other members of their race, without retaliation - not realistic).