Below you will find pages that utilize the taxonomy term “Npc”
Posts
read more
Lua for Game Development — Chapter 13: NPCs, Town Simulation, Factions & AI Routines
NPCs breathe life into any game world:
- villagers with schedules
- merchants with stock
- guards who patrol
- hostile factions
- relationships
- dialogue that reacts to story flags
- simulation (hunger, work, needs)
- towns that evolve over time
Lua is perfect for simulation layers:
- lightweight logic
- hot reload
- easy-to-edit behavior packages
- clean data-driven content
- integrates with quests, story, and world triggers
This chapter builds:
- NPC definitions
- Behavior packages (wander, talk, patrol, work)
- Daily schedules (day/night cycles)
- Merchant system
- Factions & reputation
- Town simulation
- Social interactions
1. NPC Definitions (Data-Driven)
npcs/
villagers.lua
merchants.lua
guards.lua
1.1 Example NPC Definition
return {
elder = {
name = "Village Elder",
sprite = "npc_elder",
faction = "village",
behaviors = {"talk", "idle"},
dialogue = "elder_intro",
schedule = {
{time=0, state="sleep"},
{time=6, state="idle"},
{time=12, state="walk_square"},
{time=18, state="home"},
{time=22, state="sleep"},
}
},
}
NPC = data + behaviors + dialogue + schedule.