Hi,
Any suggestions, advice or ideas how i could look at adding cops and robbers npc logic is greatly appreciated
I am trying to design some logic where if the player kills other characters they will be wanted by the police , who will then hunt the player down.
After playing 7 days to die, i looked at a similar way to the heat logic that attracts zombie hordes.
The next tricky part is the other way around. Players who hunt down npc criminals.i was thinking of spawning ‘tracks’ for players to follow which will lead to the npc camp. But it feels this would get repetitive fast.
Many thanks
How realistic is it? Will the police be hunting clues so the player has to spend time cleaning up to minimise them?
If not you could always just have npc witnesses that detect stuff if the player commits the crime within a detection range. If you wanted something other than yes/no give it a % weighting based on distance from the npc to the crime/player then give the police suspect rating as a weighted average of all the witnesses to the crime. Of course this all depends on what happens with the police. Do they immediately chase the player when it is above 50% & then the player has to make a persuasion roll against the suspicion rating to be let off? Do multiple crime suspicion ratings add together to make them more wanted?
Have you ever played LA Noir? There were plenty of suspects & you had to gather clues & interrogate suspects using info/clues you had (plus that body/motion cap they used to try & give body language hints but I’m guessing that is way beyond an indie option). You could do a discussion tree with branches opening & closing based on what evidence the player has at that time when they are interviewing the suspects. For finding the suspect the player could get a tip off from someone of the general area the suspect is in & then a small icon identifies the suspect when the player gets there & the suspect is in visual range (to help with the issue of characters looking a bit the same).
Just some thoughts, hope they help in some way.
Hi, that is great food for thought.
I completely forgot about LA Noir.
I am thinking that using radius of the NPC view angle. So NPC needs to be watching the crime.
A 2nd radius for audio, so they can hear and be alerted.
Of police are in viewing or audio radius of either the crime or the NPC that witnessed, the NPC police will immediately give chase.
Depending on the ‘wanted’ level of the character, the number of police, determination and aggressiveness will be determined
Many thanks.