Game guide · source of truth
Production

NPCs & monsters pipeline

How monsters (20 + elites + 2 bosses) and the 24 NPCs are produced end to end — design data, turnaround, mesh, family rigs, ability + reaction animation sets, AI behaviour trees, telegraphs, tests.

Region-1 bestiary (20 + 20 elites + 2 bosses)
Dewhorn HareL1 · small
Reed FoxL3 · small
Orchard BoarL5 · medium
Duneplate BeetleL7 · medium
Reedscale LizardL9 · small

Hover a portrait for its card; the bestiary page has abilities and drops.

◆Monsters

Inputs: bestiary.json (level, nature, aggro/leash, HP/XP, basic + 2 abilities with telegraph timings, weight class, reaction set, hit material, drops), portrait art (/art/bestiary/*), and combat-states.json.

#StageAgent workTest
1TurnaroundART-MON-053 sheet from the accepted portraitowner check vs portrait
2Meshimage→3D (if approved) or Blender blockout + sculpt, retopo to budget (small 4k / medium 8k / large 14k / boss 40k)budget + non-manifold check
3Family rigone rig per body family: quadruped (small/medium), insectoid (6 legs + tail/pincers), reptile (+ tail chain), serpent (spline), bird (wings), shelled (tortoise), plus the boss rigs20-pose deformation test
4Animation setidle ×2, walk, run, turn, basic attack, 2 abilities (telegraph pose held for telegraphS), spawn, the reaction set clips, deathsclip timings = ability contract ±1 frame
5Telegraph bindingdecal shape + fill-up time from the ability (shape, telegraphS); aim lock ruletelegraph visible on Low; shape matches server
6AI behavioursmall behaviour tree from data: idle/wander → (hostile) aggro in radius → chase → attack/abilities by cooldown → leash → reset. Neutral monsters skip aggro until damageddeterministic sim tests: leash, reset, ability cooldown, no stuck states
7Hit feedbackmaterial impacts, reaction set mapping, death stylesreaction-matrix test on this monster
8Elite variant+1 weight class, size aura, ★ nameplate, 3× HPelite spawn rules (one per area, 25 m from roads)
9Evidence10 s clip: idle → aggro → ability telegraph → player hits (light/heavy/launch) → deathowner review for bosses

Monster AI is server-side (Rust), awake only within 60 m of players. Behaviour trees are data (JSON) with nodes Idle, Wander(r), Aggro(r), Chase, UseAbility(id), BasicAttack, Leash(r), Flee(hp%).

◆Bosses

The Bellbound Regent (tortoise, 45k HP, Royal Winter circles, Broken Bell ring, phase at 50%) and Kharuun (camel-beast, 70k HP, every 4 h). They get break-pressure animations, phase transitions, an arena layout test, telegraph-only readability tests on Low with 40 players, and fairness tests at 200 ms RTT.

◆NPCs (24)

StageAgent workTest
Bodyreuse the player pipeline (same skeleton). Outfit variants from the kit (town attire, trainer outfits by pole, travel gear)budget, no clipping
PortraitART-NPC-* requests (bust portraits) for dialogue windowsstyle match
Behaviourschedule-lite: idle spots + small walk loops; talk/gesture clips; face the player on interactinteract radius 3 m; no blocking doorways (path test)
Dialoguequest text from quests.json, voice-free in the MVP; typewriter text with skipevery quest step reachable via dialogue
Markersgold ! / ? above head, jade for side content; minimap pinsmarker states match quest state

Crowd NPCs (townsfolk, caravans) are instanced VAT crowds with no AI (spline paths), and are cheap enough for busy towns.

Source: zoen/docs/production/NPCS_MONSTERS.md · 580 words · edit the Markdown, not this page.