很多游戏程序甚至在核心设计中使用脚本,用脚本来实现某些方面(例如非玩家角色行为)。
Many game programs even use scripting in their core design to implement certain aspects (such as non-player character behavior) with scripts.
模拟了人类的遗忘和情绪波动特性,以期使得游戏中的非玩家角色更接近于玩家角色或者真实玩家。
Forgetting characteristic of human, as well as mood instability, it also simulates to make NPCs be closer to PCs (player characters) or game player.
玩家收集物品,解决谜题,和非玩家角色的对话,通过对话树来了解这个故事,并决定下一步该做什么。
The player collects items, solves puzzles, and talks to non-player characters though conversation trees to learn about the story and determine what to do next.
NPC(非玩家控制)应该有可接受的智能化程度,性格真实得带有瑕疵,还有与玩家或者其他角色建立起的可信任关系。
NPCs should have understandable motivations, real character flaws, and believable relationships with the player and with each other.
许多现代游戏包括非玩家控制角色行为的脚本化和使用执行bytecodes(比如Lua)的语言的其他游戏方面。
Many modern games include scripting of nonplayer-character behaviors and other game aspects using languages that execute bytecodes (such as Lua).
很公平了,但当你在战场中走进一个NPC(非玩家控制角色)时,你需要听到他们低吟的话语吗?
Fair enough, but what about when you walk up to an NPC in the field of battle and you need to hear the sagely words they utter?
很公平了,但当你在战场中走进一个NPC(非玩家控制角色)时,你需要听到他们低吟的话语吗?
Fair enough, but what about when you walk up to an NPC in the field of battle and you need to hear the sagely words they utter?
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