No, the checkpoints are assigned with the help of the addon by selecting what points you want the NPC to visit. I also developed stop points, stair points (NPC can walk from one level to another).
NPCs are generated individually.
I’m working to integrate action points - points where the NPC will do an action (like reading the newspaper, eating, buying, etc)
in any cases, it’s good to see people working on this aspect because the navmesh in BGE is good enough for a pacman.
For the moment, i made a script in which the npcs are chasing you on many floors by searching the shortest path in real time through a system of checkpoints . I would later want them to be able to escape or try to corner the player
A small video update with a stair test. I’m more interested in testing the checkpoints then animation, as I think I will add a property to recognise the stairs for a proper animation.
I’m working on activity implementation and next test will be shop window staring for a predefined period of time.