Bring life to your game world with the NPC Activity System, a lightweight and easy-to-use plugin. This system allows developers to quickly and effortlessly set up dynamic behaviors and environmental interactions for NPCs.
Whether it's dancing in a tavern, working at a forge, sitting by a fire, or sleeping in a bed, NPCs can seamlessly interact with predefined activities based on context and logic you control. Perfect for RPGs, simulations, or open-world games, this plugin makes your virtual worlds feel truly alive.
Thanks for the reply in youtube. If I may, I’d like to make some suggestions that I think would be helpful. The option to set the start and end times of activities based on the time of day. My game has a clock system, and I think it would work well with your system, setting the start and end times for working, eating, and sleeping from midnight to 7:00, for example.
The possibility of creating patrol paths for guards and routes for merchants, perhaps using splines.
These are just suggestions that I think would be helpful, if implemented if desired by you, of course.
I really appreciate your suggestions, they’re both relevant and show that you’re thinking deeply about how to get the most out of the system. The idea of integrating activity times based on the time of day is definitely interesting, especially for games that include a clock system. I do see the potential there. That said, I want to make sure that any new feature doesn’t make the plugin too specific or rigid : the goal is to keep it flexible enough so other users can adapt it to their own gameplay systems. But your idea could very well be implemented in a way that remains optional or modular.
Regarding the patrol and merchant paths: this is actually already possible using the “PickJobTask” function. The system can interact with patrol-related objects by using a list of specific Gameplay Tags, ordered according to the desired path. For each patrol point, a unique tag needs to be created and included in the job query. I agree that duplicating multiple tags for a single patrol route can be a bit tedious, but it works with the current system. That said, I’m also considering a simpler, more user-friendly solution to streamline this process when you need to interact with the same objects in a certain order in the future.
Thanks again for your input, it’s always helpful to hear how the plugin could better support real gameplay use cases.