Tech Stories: Evolution of Our NPC System
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Tech Stories: Evolution of Our NPC System

Version 1: The Basics

Our initial NPC system was straightforward but limited in functionality. In this first iteration, NPCs were primarily designed to handle basic dialogue interactions with players.

Key Features of V1:

  • Simple dialogue system
  • Basic character interaction
  • Linear conversation flows
  • Limited to text-based responses

While this system served its purpose for simple storytelling, we quickly realized we needed more flexibility and functionality to create rich, interactive experiences.

Version 2: Enhanced Interactions

The second version of our NPC system represents a significant leap forward in terms of functionality and flexibility. We've expanded the system to handle a variety of interactions beyond simple dialogues.

New Features in V2:

  • Item trading system - NPCs can give and receive items
  • Interactive popup windows for enhanced user interface
  • Join/Leave Letalis from the Team
  • Combat initiation capabilities
  • Quest system integration
  • Teleport capabilities

Quest System Integration

One of the most significant additions to V2 is the comprehensive quest system. NPCs can now be linked to specific quests, creating a more engaging and dynamic gameplay experience.

Key Quest Features:

  • Quest-NPC associations allowing characters to drive story progression
  • Requirement checking system (items, level, skills, etc.)
  • Progress tracking and quest state management

Technical Implementation

The new system uses a modular approach where each interaction type is handled by a separate component. This makes it easier to add new features and maintain existing ones.

Future Plans

We're continuing to evolve the NPC system based on game design requirements. Some features we're considering for future versions include:

  • Enhanced quest branching and consequence system
  • Leverage Unity's GraphView API to enhance development and adopt a more flexible approach.