How to make NPCs/Enemies in an open world game?
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WorldBuilder_Sam
Posted on July 26, 2025 • Advanced
🌍 Need help with NPCs and enemies in open world games
Hey everyone! I’m working on an open world game in Scratch and I’m running into some challenges with NPCs and enemies.
The main issue is that in open world games, typically the background moves instead of the player to create the scrolling effect. But this creates problems with NPCs and enemies:
- If NPCs are part of the background, they can’t be interacted with individually
- If they’re separate sprites, they get affected by the camera movement like the player
- How do I handle enemies that need to spawn off-screen and move around independently?
I’m looking for a system that can handle multiple NPCs with different behaviors while maintaining proper world coordinates. Any help would be amazing! 🙏
OpenWorldExpert_Luna
Replied 6 hours later • ⭐ Best Answer
Excellent question @WorldBuilder_Sam! Open world NPC systems are definitely complex, but I’ll show you a comprehensive solution using world coordinates and cloning! 🌟
🗺️ Open World NPC System Architecture
Here’s how a proper open world NPC system works:
📍 Step 1: World Coordinate System
First, establish a world coordinate system separate from screen coordinates:
// Main Camera Controller when flag clicked set [camera_x v] to [0] set [camera_y v] to [0] set [player_world_x v] to [0] set [player_world_y v] to [0] forever // Player movement updates world position if <key [right arrow v] pressed?> then change [player_world_x v] by [5] end if <key [left arrow v] pressed?> then change [player_world_x v] by [-5] end if <key [up arrow v] pressed?> then change [player_world_y v] by [5] end if <key [down arrow v] pressed?> then change [player_world_y v] by [-5] end // Update camera to follow player set [camera_x v] to (player_world_x) set [camera_y v] to (player_world_y) // Player stays centered on screen go to x: [0] y: [0] end
👥 Step 2: NPC Visibility System
Create a system to show/hide NPCs based on camera distance:
// NPC Visibility Manager when flag clicked forever // Calculate screen position from world coordinates set [screen_x v] to ((npc_world_x) - (camera_x)) set [screen_y v] to ((npc_world_y) - (camera_y)) // Show NPC if within screen bounds (with buffer) if <<(screen_x) > [-300]> and <(screen_x) < [300]>> then if <<(screen_y) > [-250]> and <(screen_y) < [250]>> then show go to x: (screen_x) y: (screen_y) else hide end else hide end end
🤖 Step 3: Advanced NPC Clone System
Use cloning for multiple NPCs with different behaviors:
// NPC Master Controller when flag clicked delete all clones set [active_npcs v] to [0] set [max_npcs v] to [15] // Create initial NPCs repeat [5] create clone of [myself v] wait [0.2] seconds end forever // Spawn new NPCs if needed if <(active_npcs) < (max_npcs)> then if <(pick random [1] to [100]) < [3]> then create clone of [myself v] end end wait [1] seconds end
🎯 Step 4: NPC Behavior System
Implement different NPC types with unique behaviors:
// NPC Clone Behavior when I start as a clone change [active_npcs v] by [1] // Initialize NPC properties set [npc_type v] to (pick random [1] to [4]) set [npc_world_x v] to ((camera_x) + (pick random [-400] to [400])) set [npc_world_y v] to ((camera_y) + (pick random [-300] to [300])) set [move_speed v] to (pick random [1] to [3]) set [patrol_range v] to (pick random [50] to [150]) set [original_x v] to (npc_world_x) set [original_y v] to (npc_world_y) switch costume to (join [npc_type_] (npc_type)) forever // Update screen position go to x: ((npc_world_x) - (camera_x)) y: ((npc_world_y) - (camera_y)) // Behavior based on type if <(npc_type) = [1]> then // Wandering NPC change [npc_world_x v] by (pick random [-2] to [2]) change [npc_world_y v] by (pick random [-2] to [2]) end if <(npc_type) = [2]> then // Patrol NPC if <(distance to [Player v]) > (patrol_range)> then point towards [Player v] change [npc_world_x v] by ((move_speed) * ([sin v] of (direction))) change [npc_world_y v] by ((move_speed) * ([cos v] of (direction))) end end if <(npc_type) = [3]> then // Aggressive Enemy if <(distance to [Player v]) < [100]> then point towards [Player v] change [npc_world_x v] by ((move_speed) * ([sin v] of (direction))) change [npc_world_y v] by ((move_speed) * ([cos v] of (direction))) end end if <(npc_type) = [4]> then // Stationary Merchant turn cw [2] degrees end // Despawn if too far from player if <(distance to [Player v]) > [500]> then delete this clone change [active_npcs v] by [-1] end end
💬 Step 5: NPC Interaction System
Add interaction capabilities:
// NPC Interaction Handler when I start as a clone forever if <touching [Player v]?> then if <key [space v] pressed?> then // Different interactions based on NPC type if <(npc_type) = [4]> then broadcast [open shop v] else if <(npc_type) = [3]> then broadcast [combat start v] else say [Hello there!] for [2] seconds end end end end end
🌟 Step 6: Performance Optimization
Optimize for better performance:
// Performance Manager when flag clicked forever // Limit updates based on distance if <(distance to [Player v]) < [200]> then // Full update rate wait [0.033] seconds else if <(distance to [Player v]) < [400]> then // Reduced update rate wait [0.1] seconds else // Minimal updates wait [0.5] seconds end end end
This system gives you complete control over NPCs in your open world! You can easily add new NPC types, behaviors, and interactions. The key is separating world coordinates from screen coordinates! 🎮
WorldBuilder_Sam
Replied 4 hours later
@OpenWorldExpert_Luna This is incredible! Thank you so much! 🤩
The world coordinate system makes perfect sense now. I was trying to handle everything in screen coordinates which was causing all the issues. This approach is so much cleaner and more scalable!
Already implementing this and the NPCs are working beautifully. The performance optimization tips are especially helpful!
AIBehavior_Dev
Replied 2 hours later
Great solution @OpenWorldExpert_Luna! 👏 I’d like to add some advanced AI behavior patterns that work well with this system:
🧠 Smart NPC Behaviors
- State Machines: Use variables to track NPC states (idle, patrol, chase, flee)
- Memory System: NPCs remember player interactions using lists
- Group Behavior: NPCs can communicate and coordinate actions
- Dynamic Spawning: Spawn NPCs based on player actions and world events
The world coordinate approach makes all of these advanced features much easier to implement!
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Build Epic Open Worlds?
Amazing discussion on open world NPC systems! For those looking to create even more sophisticated worlds, our community can help you implement:
- 🏰 Complex quest systems
- 🌍 Dynamic world events
- 🤝 Advanced NPC relationships
- ⚔️ Faction-based combat systems
📚 Related Topics
- How to create seamless world transitions?
- Building dynamic weather systems
- Advanced camera control techniques
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