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NPC Design Team8

KavyaMenda edited this page Oct 8, 2022 · 6 revisions

Description

The design for NPC follows a strict criteria. This criteria pays particular respect to the NPC's integration into Atlantis Sinks a whole, the expectations of our user's, existing features of the game and inspiration acquired from research and testing analysis. Hence, under this page, we present and analyse all iterations and reforms toward the overall NPC as well as co-operation with team 11 toward the 2 NPC's present in the game.

Inspiration

Research into existing platforms and the particular roles of NPC's influenced greatly the design of these NPC's. However, before any research could be conducted, it was to be decided the key guide question: What is the role of the NPC? Forming a ripple effect here, we then posed the following sub-guide questions:

  • How many NPC's should be present?
  • Will the enemies fight for or against our main character?
  • What is the main objective of our NPC's?

To form this understanding, we conducted a preliminary user test - aiming to extract ideas into expectations and ideas for the NPC. See This page is for results from the preliminary test. Taking this on board, we could now research existing NPCs used in the world of gaming.

These inspirations are exampled for varying reasons. For example, Mr Jump has been admired for its simplistic approach whereas the second inspiration comes from its ability to conform to the 'Atlantic' theme of Atlantis Sinks.

Design Criteria

  1. The NPC design and all general aesthetic details should be backed up by testing to ensure validity, relevance and appropriateness as a critical game element.
  2. The colour scheme must be appropriate for both signifying the relationship between the NPC and the crystal and the NPC and the main character. The design should entail further design elements to represent the 'precious' nature of the crystal as a critical game element.
  3. The design must reflect the role the NPC plays in fighting for the main character
  4. Testing and validation must be used to validate the colour scheme and overall design approach.

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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