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10 Comments

  1. AI Music Generator
    March 17, 2025 @ 12:45 am

    Sounds like you’ve made some serious progress with the NPC mechanics! I can imagine how tricky it must have been to get that navmesh working for the specific mission. Are you planning to integrate this system into earlier parts of the campaign as well?

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    • PhoenixGames
      March 20, 2025 @ 7:07 pm

      Thank you! Yes, it is integrated into the rest of the project already, but there are various different use cases depending on the type of AI, and the circumstances (Whether the AI is on a moving object like a starship, or a planet, etc). Thanks for your comment!

      Reply

  2. Photo to Coloring
    April 6, 2025 @ 11:08 pm

    Really interesting to hear about the navmesh and NPC command work—it’s always cool to get a peek behind the curtain at how these gameplay systems evolve. Being able to reuse those mechanics across different stories seems like a great payoff for the effort. Looking forward to seeing how the character creator improvements come into play in future missions!

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    • PhoenixGames
      April 8, 2025 @ 3:41 am

      Thank you! Yes, the game is starting to come together, finally!

      Reply

  3. 4o Image API
    May 5, 2025 @ 12:09 am

    Love how you’re building out systems that not only solve the current mission’s needs but are also reusable across the game. The character creator updates in particular seem like they’ll go a long way toward immersion and narrative consistency.

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  4. 4o Image API
    May 6, 2025 @ 1:11 am

    I really appreciate the detail on building mission-specific mechanics that can later be reused—that kind of foresight often makes or breaks long-term development. Curious if there were any unexpected challenges in getting the NPCs to follow commands reliably?

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    • PhoenixGames
      May 7, 2025 @ 12:04 am

      Hi!
      Yeah, I am definitely going for reusability! This also ties in with the procedural generation system.

      Getting NPC’s to follow commands works ok, the problem is pathfinding. If an NPC is spawned at long ranges, the terrain will be rendered, but won’t have a collider, so the NPC is not going to have any ground surface to raycast or collide against, so I have to basically disable NPC processing (Or Disable the entire NPC) at longer distances.

      Reply

  5. AI ASMR
    December 27, 2025 @ 10:35 am

    I love reading about the complex navmesh generation and NPC commands-a real look into game development! It’s fascinating how these systems evolve over time

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  6. Z Image
    January 3, 2026 @ 11:39 am

    The navmesh detail really caught my attention! It sounds challenging to have NPCs follow commands reliably, especially considering terrain issues

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