View Full Version : NPC Sackboys

02-22-2009, 08:09 PM
hey we all know you can make a little sponge or whatever materials you have sackboy but it would be very cool if you could have a npc sackboy who you can program to folow race you or anything! but this would be to hard and fill the thermo but i think it would be a fun idea

02-22-2009, 08:10 PM
Ha ha! That would be amazing, but highly unlikely that it would be implemented.

02-22-2009, 08:12 PM
That would be so hard....... anyone willing to take the challenge ;)

02-22-2009, 08:41 PM
Actually, I have some major "npc-age" in my second Little Big Galactic Frontier level. It is extremely difficult to even make a race and get the timing to work out correctly. I was doing a lot of experimenting in that stage for ideas I wanted to follow through with more in depth at a later date. It has:

Cut-scenes where npcs and sackboy interact to act out a scene.

A race against a npc (the npc is in a thin layer but even that was ridiculously difficult to get it to start when sackboy starts the race and finish when the race timer expires. I didn't even bother trying to make it navigate the obstacles. It's too much work. I can make an enemy that navigates obstacles in a single room (use pistons instead of the normal movement tools) but not along a lengthy race track.

A "dance" minigame where sackboy needs to follow the movements of a npc that moves about. (This one will be the mechanism behind a boss in a future stage.) A 'dance meter' fills up the longer sackboy follows the movements. As the dance meter fills the movements get progressively tougher as well.

NPCs that attack enemies and fight alongside you. I ended up implementing this one somewhat poorly in the actual level but later figured out how to do it for real.

NPCs that give different information depending on what actions sackboy has taken (the level is somewhat multipath).

As a result of all this stuff, the thermo maxed out a lot sooner than I expected. Furthermore many of these things took forever to program. Some of these things I would do again and some just weren't worth it. I might incorporate npcs again, but I definitely won't do another race unless media molecule incorporates switch functionality into the start and end gates.

Following is probably the easiest. It's not that hard to do a npc that functions like the dog in the second wedding level to follow you around. The rest takes an enormous amount of effort and hundreds of logic gates.

02-22-2009, 10:37 PM
That's a really cool idea! Imagine if you could just put a sackboy in like you can a story sackboy, change what he says (like a speech mouth) and select one of a few behaviours, like have him jumping and waving "hi", or sobbing/sad or angry and making fists, etc, etc. That shouldn't take up too much thermo space, could make the heavy user-created story levels that much more lively :D

02-23-2009, 01:09 AM
There's a really cool npc-like guy in geosatus's level (the ruby thingie) You should check it out

02-23-2009, 06:00 AM
The way to do this would to be a "record" button in create mode. Then you act it out with your Sackboy, and can put it on loop, on a switch, etc.