Quote:
Originally Posted by cbk1994
I don't think there is necessarily a hard limit, but things will stop working when you hit it. You can try by adding NPCs to a level until they stop showing up.
You generally won't hit the limit unless you're doing something wrong.
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Is this a limit per level, or limit per playerworld?
Also, I'm assuming I would need a fair number of 'invisible' NPCs for various reasons that might only be visible when certain events trigger.
For example!
I have two villages, Village A and Village B.
I have a player event where monsters attack Village B, and the players can either succeed or fail at repulsing the monster attacks.
If they fail, I want Village B's NPCs to flee their destroyed village and take up residence in Village A.
If Village B has 10 NPCs normally, I'm guessing I need 10 'invisible' NPCs on every level between Village B and Village A.
That way, when the event triggers -- the players fail, and the NPCs flee -- on each level in between, those invisible NPCs get the 'Village B has been destroyed' flag flipped from 0 to 1, and they become visible and start fleeing for their lives toward Village A.
Multiply that by many possible events, and I start to worry.
So long as we're just talking an NPC limit per level, though, that's not a problem at all! Worst comes to worst, levels can be split into smaller levels, creative NPC economizing can be done (if I know the 'monster attack on Village B' event and the 'alien invasion' event will never occur at the same time, I can have one invisible NPC that pulls double duty in both events, altering its appearance and actions according to the situation, rather than two separate ones), and things like that.
But a global NPC limit for the entire playerworld would be dicey. Even if I don't hit it at first, it limits the potential for later expansion.
(The game I'm planning doesn't have levels, XP, or hunting for loot in the traditional sense. Adding new NPC interactions, and new NPC dynamics, is very key to the game's planned long-term growth.)