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So, NavMesh! What is it? A floor-hugging sheet of red polygons that tells NPCs where they can go. It follows the walls and skirts around the larger clutter like tables and barrels. Fairly simple process but fiddly and time consuming, so it was good spending some time yesterday starting it instead of spending a full day on it. Then cover elements must be identified, which is far simpler: just click two icons and hey presto, done.
Next was choosing sensible NPCs (I've gone with a few various Talon fighters). They will mill around, attack and chase if left like that but further touches are required to add some real life. With a combination of 'idle markers', which say where a person can sit, lean, do push ups or whatever, and navigation paths the NPCs can be made to live out little facsimiles of intelligence. For example, one of the characters in Khalith's Cell spends some time typing at a terminal in the office, wanders down the east corridor, pauses in the central hall, leans against a wall and then returns to the office. If the player is sneaking their way around and not disturbing the Talon Company thugs, they will see such silent plays, where as purely randomly walking figures would break the sense of immersion.
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So that should be enough for today, I think. What to do tomorrow, hmm... ah, yes! Optimise! And then move on to Level 2! And do all this over again. Oh boy.
Sayonara!
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