Honestly that would be my pleasure and not a chore at all.Voom wrote:lol, hot springs it is! You might need to rework the way NPCs move and and interact with other objects (like go through doors, talk to other NPCs, etc.).
I suspect that performance might be an issue, but I'm willing to do an experiment and risk scrapping it if it lags too much (or I'll keep trying to optimize it).
In case a full NPC schedule is too much, I'll just give them a list of spawns that they can be in, and set them to interact with the spawn environment only when the player is there. That would minimize the performance to the lowest degree possible, and might even be better than a full schedule if there's a reliable time counter that can tell the Player which spawn the NPCs are in at a specific time.
I personally don't see why they can't just use the existing layers, but I haven't looked into the map-walking code intensively (only briefly during monster AI changes).Voom wrote:Maybe another layer on Tiled when creating a map and pathway for NPCs.