how it feels like to implement farming sim features........
i'm sorry i'm still going this is too painful
@isadora I was developing a cozy game a year ago and I quickly abandoned it after implementing NPC movement. Yes, moving them is easy, but moving across maps, according to a fixed schedule at a fixed time with the player running around and interrupting them and other NPC's potentially blocking them is hell!
@taxicomics then you also need to have them interact with each other with different routines and different priorities, or they could be running a job or a quest which will interrupt their ongoing routine and the other npcs will have to fallback to another routine..... 😭
@isadora You want to change the map later on? You better remember every single NPC's path or one of your little ones WILL keep running into a newly erected building ALL DAY! Oh, and don't even think about letting the player change the layout of whatever place you envisioned.
@isadora
I worked on a farming sim for years, and for me the worst part was vehicle "AI" - harvesters and tractors navigating on the same field (without colliding and with minimal crop destruction), tractors with trailers driving next to harvesters to empty them, turning maneuvers, all that was a fucking nightmare.
OTOH, we didn't really have NPCs that did any interesting things, apart from walking around the village on the sidewalks, so IDK how implementing that is like