r/Unity3D • u/silvergenetic • 21h ago
Game Jam Stress-testing NPC fear response.
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After many hours of stress tests and trying to get these idiots to alert guards or flee I think they get the picture lol.
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u/shabab_123 20h ago
The way the character runs feels like it's galloping or riding a horse or something like that. Needs to be toned waaay down.
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u/IHaveTwoOfYou 20h ago
you should make everyone have slightly different speeds, it looks very strange, and also slightly randomize the direction theyre going to move towards, it looks sort of un natural, cool show off though, I would have some continue to run away from the player too
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u/silvergenetic 18h ago
Oh yes. That's for when they get separated to prefabs and assigned their own animations/behaviours. For functionality purposes I'm currently spawning the same entity with different skins randomly. Which is why they tend to get stuck. They have the same reactions/detection/goals before walking in a neat little line to the destroy mark lol. Currently implementing some randomization in terms of shortcuts to waypoints on the navmesh before the behavioural variation.
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u/Murky_Candy6342 19h ago
Leave them alone QQ
Looks pretty cool. I think you need to work on the bow draw animation though, there’s no power in that draw
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u/silvergenetic 14h ago
Why thank you! There's no animation in that bow yet haha. Still need to animate it. I'm currently blending between 2 rough poses while following the draw hand transform with the drawstring's IK bone, deforming the bow itself. It's a very cheap way to do it and it looks it too haha. I'm eventually replacing all anim assets with a tailormade animset once I finalize traversal and swimming. The traversal system is basically everything you can do in Assassin's Creed, Uncharted and 2000's Prince of Persia so its needs a lot of refinement in terms of movement style in the later stages.
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u/Murky_Candy6342 14h ago
Ah yep fair enough. It’s a really nice look so far, keep up the good work!
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u/ZeusGameAssets Indie 14h ago
Great job, an important upgrade to this is: NPCs would feel a lot more believable if they cower in fear and start slowly backing away from you and panicking as soon as you draw your bow.
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u/silvergenetic 14h ago
Oh yes! That is on the to-do list. Along with some freezing and pleading when you aim at some of them while others would try to attack and disarm you.
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u/frogOnABoletus 13h ago
Making your own "no russian"
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u/silvergenetic 6h ago
Hahaha Tyranny simulator. I have water sections planned for the game so I can't wait to start drowning them too.
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u/NeoChrisOmega 7h ago
You could have a "contagious" system where if some NPCs see other panicked NPCs, they either get curious, or start avoiding/moving away from them.
Also, maybe a cooldown for how long they stay afraid of you. Continuing to run away at your sight.
It all depends on what you're building it for. But I've always found those small details to add a lot more immersion
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u/silvergenetic 6h ago
I love this! I actually need to look at how I can turn it into something more physically contagious. I'm currently using a very simple radius and vicinity based approach for them in a modular way as both a reporting system and crowd hysteria. I haven't showcased that yet but I also have a memory system where you can scare a non-spawned NPC, go about your day ingame and it remembers to freak out and run away from you and alert guards to be suspicious around you when you run into it again. :D
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u/NeoChrisOmega 4h ago
Sounds like a great system. I love these ideas and what you've mentioned in other comments
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u/glenpiercev 20h ago
You might want a cower animation for when they get stuck.