The P.A.T.H.E.R. system is designed to enhance NPC behavior in a living settlement by creating a dynamic and immersive experience. Each letter represents a key element in their daily routines:
- P = Purpose: Every NPC has a defined role. A blacksmith, for example, is assigned to work at the smithing station, contributing to the settlement.
- A = Amusement: NPCs occasionally engage in fun activities like visiting a tavern, juggling, or performing tricks to bring life to the environment.
- T = Thirst: NPCs need to drink regularly to stay hydrated, adding a survival element to their routine.
- H = Hunger: Ensures that NPCs eat regularly to stay nourished, helping them function effectively.
- E = Engagement: NPCs will socialize and interact with each other, fostering a community-like atmosphere.
- R = Rest: NPCs need downtime to sleep or relax, ensuring they remain efficient and well-rested.
This system would allow NPCs in a game to feel more alive, with a mix of functional and immersive tasks, contributing to a vibrant and realistic settlement.
The P.A.T.H.E.R. system could utilize bars similar to the playerâs hunger and thirst bars to manage NPCsâ needs. Each bar represents an essential need (Purpose, Amusement, Thirst, Hunger, Interaction, Rest), and NPCs would automatically seek out activities or resources to fill their bars when they drop too low.
For example:
- NPCs might need to eat or drink several times a day to keep those bars full.
- For Amusement, NPCs would need to engage in a mix of varied tasks to maintain their happiness.
A cooldown system could prevent repetitive actions, promoting diversity in NPC behavior.
The current AI system is a solid foundation, but with these changes, it could become much less predictable and more immersive.