/design-npc — Design an NPC's Behavior End-to-End
Overview
A good NPC is legible and alive. The player can read its mood, predict its next move, and feel the consequence of theirs — and the four enemies in a patrol squad don't all behave like clones of one designer-authored script. This skill walks the canonical NPC AI pattern from the inside out: what the NPC perceives, what it wants (intent), what it does (action), what tells signal each state, and how it dies.
Core principle: behavior is what the player sees. Two layers separate doing from wanting: an action state machine the body runs, and an intent layer above it that reads perception + personality and tells the action SM what to aim at.
Second principle: identical NPCs are predictable, and predictable is boring. Every spawned instance jitters its personality knobs so a squad of four grunts produces emergent variety with zero designer authoring.
Steps
1. Pick the NPC archetype
Open with the question. Wait.
What's the NPC for? Pick the closest:
- Basic enemy (melee/ranged grunt, dies in 1–3 hits)
- Boss (named, scripted phases, 30–120 sec fight)
- Quest-giver (talks, gives objectives, doesn't fight)
- Friendly companion (follows player, helps in combat)
- Civilian / ambient (reacts to events, no combat AI)
- Wave-spawned mob (cheap, many at once, simple behavior)
Each archetype maps to a different complexity budget:
| Archetype | Action states | Intents | Perception | Personality range |
|---|---|---|---|---|
| Basic enemy | 4 (calm / alert / aggressive / defeated) | 5 (idle / investigate / hunt / kill / retreat) | Sight cone + LOS raycast | Wide |
| Boss | 6–10 (per phase) | 5–7 incl. RESCUE_ALLY | Sight + hearing + scripted | Narrow, biased high |
| Quest-giver | 2 (idle / talking) | 1 (idle) | Trigger area | None — fixed |
| Companion | 5 | 4 (follow / support / engage / retreat) | Sight + group | Narrow, biased low aggression |
| Civilian | 3 (wander / panic / dead) | 2 (idle / retreat) | Hearing | Caution biased high |
| Wave mob | 2 (charge / dead) | 1 (kill) | Direct line to player | None |
2. Walk the design pillars
Walk them in order. Don't skip. The pillars are Perception → Personality → Intent → Action → Telegraph → Defeat.
a) Perception — what does this NPC sense?
Pick the minimum. Over-perception = unfair AI.
| Sensor | Node | Cost | Use case |
|---|---|---|---|
| Sight cone | RayCast3D + dot product check | Cheap | Standard enemy |
| Sphere proximity | Area3D with sphere shape | Cheap | "Felt your presence" / aggro range |
| Hearing event | Signal from world events | Cheapest | Alert nearby NPCs |
| Group awareness | Shared signal bus (autoload) | Cheap | Pack tactics, rescue intent |
Recommended setup for a basic enemy:
Enemy (CharacterBody3D) ├── MeshInstance3D ├── CollisionShape3D ├── Vision (Area3D) # sphere shape, radius = sight range │ └── CollisionShape3D └── Sight (RayCast3D) # confirms LOS for candidates inside Vision
Two-step (Area3D filter, then RayCast LOS) is the right default. Don't raycast to every potential target every frame.
b) Personality — four floats that make this NPC not a clone
Every NPC instance gets four knobs, each in [0.0, 1.0], declared as @export_range so designers can tune the base per archetype, then randomized per-instance at _ready so spawned siblings differ.
| Knob | What it controls | High value reads as | Low value reads as |
|---|---|---|---|
aggression | How fast the intent layer escalates to KILL; shorter pre-attack hesitation | Berserker that closes distance | Cautious skirmisher that waits |
patience | How long the NPC stays in INVESTIGATE before giving up; tolerance for circling without attacking | Will hunt the player across the level | Loses interest quickly, returns to patrol |
caution | How eagerly it breaks line-of-sight when hurt; how often it backs off after a hit trade | Kites and uses cover | Trades blows recklessly |
punishment | Probability of swapping intent to KILL when the player is recovering, reloading, healing | Punishes whiffs and animation locks | Lets the player breathe |
Threshold mapping (used inside the intent layer): engage_threshold = 2.0 - aggression (higher aggression = engage faster), search_duration = 4.0 + patience * 6.0 (patient NPC searches up to 10s), break_los_chance = caution * (1 - hp_ratio) (cautious AND hurt = break LOS), and should_punish() = randf() < punishment (rolled when the player is recovering / reloading).
Declare the knobs as @export_range(0.0, 1.0) so each archetype scene tunes them per-instance, and jitter them by +/- personality_jitter (default 0.15) inside _ready — same script + same archetype scene produces NPCs whose feel is shaped by four numbers alone. Full example in the script stub at step 7.
c) Intent layer — what the NPC is trying to do
The intent layer sits above the action SM. It runs each tick, reads perception + personality + group state, and writes a single current_intent. The action SM reads current_intent to pick its transitions; it never sets intent itself. See _decide_intent in the stub (step 7) for the canonical priority order: RESCUE_ALLY > RETREAT (low HP + caution) > KILL (pressure built) > INVESTIGATE (lost LOS, within memory) > HUNT (LOS, out of range) > PATROL / IDLE.
Five-to-seven intents is the sweet spot:
| Intent | When | Effect on action SM |
|---|---|---|
IDLE | No target, no patrol route | Action SM stays in Calm |
PATROL | No target, route exists | Calm, walks the path |
INVESTIGATE | Lost LOS, within memory window | Alert, moves to last-known position |
HUNT | LOS, out of attack range | Alert/Aggressive, closes distance |
KILL | LOS, in attack range, pressure built | Aggressive, executes attack |
RETREAT | Low HP and high caution, OR over-extended | Alert, moves away, breaks LOS |
RESCUE_ALLY | Allied NPC emitted needs_help | Alert, moves to ally |
The action SM's job is now narrow: given an intent, what locomotion + animation + hitbox state matches?
d) Action SM — what the body is currently doing
Four states is plenty for a basic enemy. They are the visible mood, not the goal.
gdscriptenum State { CALM, ALERT, AGGRESSIVE, DEFEATED }
| State | Reads intent | Animation | Audio | VFX |
|---|---|---|---|---|
CALM | IDLE, PATROL | Breathing loop, look-around | Ambient | None |
ALERT | INVESTIGATE, HUNT, RETREAT, RESCUE_ALLY | Posture up, head tracks target | "Huh?" / radio | Eye glow |
AGGRESSIVE | KILL | Combat pose, weapon raised, swing windup | Battle cry | Muzzle flash / windup glow |
DEFEATED | (terminal) | Death anim → ragdoll | Death sound | Loot drop / dissolve |
Action transitions are computed from current_intent and a few action-local conditions (HP, animation locks). The intent layer does not transition action states directly — it sets the goal, action follows.
e) Telegraph — every aggressive action has a tell
Telegraph is non-negotiable for any attack. 0.3–0.7 sec of windup the player can react to. Faster than 0.3 = "unfair"; slower than 0.7 = "boring". Personality bleeds into telegraph length:
gdscriptfunc attack_windup_time() -> float: # high aggression = shorter hesitation, but never below 0.25 return maxf(0.25, attack_telegraph * (1.5 - aggression))
Every aggressive action has at least one of: animation windup, audio cue, VFX glow, particle trail, hitbox preview. Cheap mobs can collapse all three into one anim — but the windup must exist.
f) Defeat — what happens when it dies
Plan it. "It just disappears" is bad. Choices:
- Death animation plays, body stays for N sec, then
queue_free. - Ragdoll: switch CollisionShape from CharacterBody3D to RigidBody3D for weight.
- Loot drop: spawn pickup at death position.
- Cleanup: leave any group, disconnect signals, free children.
- Score / quest hook: emit
died(global_position)for the gameplay layer. - Group signal: emit
ally_defeatedso squadmates can update theirRESCUE_ALLYchecks (or panic).
3. Group emergence — varied personality across a squad
When you spawn a squad of four with the same archetype but personality jittered per-instance, you get behavioral roles for free.
Worked example — four basic_grunts with aggression after jitter at 0.3 / 0.5 / 0.7 / 0.9:
| Instance | aggression | Emergent role | Why |
|---|---|---|---|
| 1 | 0.3 | Sniper | Slow to engage, stays at range, builds pressure slowly |
| 2 | 0.5 | Anchor | Holds the line, neither rushes nor retreats |
| 3 | 0.7 | Flanker | Closes mid-fight, looks for openings |
| 4 | 0.9 | Berserker | Rushes immediately, short windups |
No designer authored "the sniper". The jitter on a single knob produced a four-role squad. Stack caution and patience on top and you get richer roles (a high-caution / low-aggression NPC reads as "the careful one who hangs back and supports"). The squad feels coordinated even though each NPC is making local decisions.
Implementation note: spawners should call randomize() once at _ready and let each NPC's own _ready handle the jitter. Don't try to author roles centrally — the variation is the design.
4. Read the scene to find an attach point
summer_get_scene_tree summer_inspect_node "./World"
Identify where the NPC will live (an Enemies parent, or directly under World). Confirm the player exists for line-of-sight.
5. Propose the bundle
I'm about to design a basic patrol-and-chase enemy with the personality + intent layer. Scene tree: Enemy (CharacterBody3D) + Vision Area3D + Sight RayCast3D + CollisionShape3D + MeshInstance3D. Script
scripts/enemy_ai.gdwith personality knobs (aggression / patience / caution / punishment), intent enum (IDLE / PATROL / INVESTIGATE / HUNT / KILL / RETREAT / RESCUE_ALLY), action SM (Calm / Alert / Aggressive / Defeated). Telegraph 0.3–0.7 sec, scaled by aggression. Drop loot on death, emitdiedsignal. May I create the scene + script?
6. Build it
Preferred (Summer MCP):
One script builds the whole enemy; scenePath names the exact res:// scene,
and the run is one undo step, so one Ctrl+Z removes the enemy:
summer_run_script(scenePath="res://main.tscn", source=""" func run(ctx): var enemy = ctx.add_node("CharacterBody3D", "Enemy", ctx.find("Enemies")) ctx.add_node("CollisionShape3D", "Body", enemy, {"shape": CapsuleShape3D.new()}) ctx.add_node("MeshInstance3D", "Mesh", enemy, {"mesh": CapsuleMesh.new()}) var vision = ctx.add_node("Area3D", "Vision", enemy) var sight_sphere = SphereShape3D.new() sight_sphere.radius = 12.0 ctx.add_node("CollisionShape3D", "VisionShape", vision, {"shape": sight_sphere}) ctx.add_node("RayCast3D", "Sight", enemy, {"enabled": true, "target_position": Vector3(0, 0, -12)}) ctx.save_scene() """)
The script embeds the sight sphere in the scene. When several enemy archetypes
want the same sight radius, share one file instead:
{"shape": load("res://shapes/vision_sphere.tres")}. Tuning one value later is
one call:
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Enemies/Enemy/Vision/VisionShape", resourceProperty="shape", subProperty="radius", value="14.0")
summer_set_resource_property works against scene-embedded ([sub_resource])
resources exactly as it does against external .tres files — it reads the
property off the node and writes the sub-property onto whatever Resource is
there. Structural failures are explicit errors (node not found, property is not a resource, resource is null); a bad value shape is not — a JSON object
instead of an engine literal string, a misspelled subProperty, or a wrong-typed
value returns ok:true yet silently no-ops or coerces destructively on current
engines. Pass class names and literal strings ("12.0", "Color(r, g, b, a)")
and confirm the result in the saved .tscn, never from ok alone. The order
that matters is: assign the resource first, then set sub-properties.
Connect signals:
summer_connect_signal(scenePath="res://main.tscn", emitter="./World/Enemies/Enemy/Vision", signal="body_entered", receiver="./World/Enemies/Enemy", method="_on_body_entered")
The parameters are scenePath, emitter, signal, receiver, method. There
is no from / to; those spellings fail schema validation.
Fallback (no MCP): write the scene as .tscn text. Ask the user to paste their existing scene first, then propose a unified diff.
7. Drop the script
scripts/enemy_ai.gd:
gdscriptclass_name EnemyAI extends CharacterBody3D enum State { CALM, ALERT, AGGRESSIVE, DEFEATED } enum Intent { IDLE, PATROL, INVESTIGATE, HUNT, KILL, RETREAT, RESCUE_ALLY } # Tuning @export var move_speed: float = 3.5 @export var attack_range: float = 2.0 @export var attack_telegraph: float = 0.5 @export var attack_damage: int = 10 @export var max_health: int = 30 @export var memory_duration: float = 8.0 # Personality (base, jittered at spawn) @export_range(0.0, 1.0) var aggression: float = 0.5 @export_range(0.0, 1.0) var patience: float = 0.5 @export_range(0.0, 1.0) var caution: float = 0.3 @export_range(0.0, 1.0) var punishment: float = 0.5 @export var personality_jitter: float = 0.15 @onready var sight: RayCast3D = $Sight @onready var vision: Area3D = $Vision @onready var anim: AnimationPlayer = $AnimationPlayer signal died(position: Vector3) signal needs_help(who: Node3D) signal ally_defeated(who: Node3D) var _state: State = State.CALM var current_intent: Intent = Intent.IDLE var _target: Node3D = null var _last_seen_pos: Vector3 = Vector3.ZERO var _memory_timer: float = 0.0 var _intent_timer: float = 0.0 var _aggression_buildup: float = 0.0 var _retreat_desire: float = 0.0 var _health: int = 30 func _ready() -> void: _health = max_health aggression = clampf(aggression + randf_range(-personality_jitter, personality_jitter), 0.0, 1.0) patience = clampf(patience + randf_range(-personality_jitter, personality_jitter), 0.0, 1.0) caution = clampf(caution + randf_range(-personality_jitter, personality_jitter), 0.0, 1.0) punishment = clampf(punishment + randf_range(-personality_jitter, personality_jitter), 0.0, 1.0) vision.body_entered.connect(_on_body_entered) func _physics_process(delta: float) -> void: if _state == State.DEFEATED: return _update_memory(delta) _update_intent(delta) _update_action(delta) move_and_slide() # --- Intent layer (above action SM) ----------------------------------------- func _update_intent(delta: float) -> void: _intent_timer += delta if _state == State.AGGRESSIVE: _aggression_buildup += delta * (1.0 - patience) * 0.5 else: _aggression_buildup = maxf(_aggression_buildup - delta * 0.3, 0.0) _retreat_desire = maxf(_retreat_desire - delta * 0.4, 0.0) var prev: Intent = current_intent current_intent = _decide_intent() if current_intent != prev: _intent_timer = 0.0 func _decide_intent() -> Intent: if _target == null: return Intent.IDLE var dist: float = global_position.distance_squared_to(_target.global_position) var attack_sq: float = attack_range * attack_range if _retreat_desire > 0.5: return Intent.RETREAT if _aggression_buildup > (2.0 - aggression) and dist < attack_sq: return Intent.KILL if not _has_line_of_sight(_target): return Intent.INVESTIGATE if _intent_timer < (4.0 + patience * 6.0) else Intent.IDLE if dist < attack_sq * 4.0: return Intent.HUNT return Intent.HUNT # --- Action SM (reads intent) ----------------------------------------------- func _update_action(delta: float) -> void: match current_intent: Intent.IDLE, Intent.PATROL: _enter_state(State.CALM) velocity = Vector3.ZERO Intent.INVESTIGATE: _enter_state(State.ALERT) _move_toward(_last_seen_pos, delta) Intent.HUNT: _enter_state(State.ALERT) if _target != null: _move_toward(_target.global_position, delta) Intent.KILL: _enter_state(State.AGGRESSIVE) velocity = Vector3.ZERO _try_attack() Intent.RETREAT: _enter_state(State.ALERT) if _target != null: _move_toward(global_position * 2.0 - _target.global_position, delta) Intent.RESCUE_ALLY: _enter_state(State.ALERT) # locomotion handled by ally-position lookup elsewhere func _enter_state(new_state: State) -> void: if _state == new_state: return _state = new_state match new_state: State.CALM: anim.play("idle") State.ALERT: anim.play("alert") State.AGGRESSIVE: anim.play("ready") State.DEFEATED: anim.play("death") died.emit(global_position) ally_defeated.emit(self) # --- Helpers ---------------------------------------------------------------- func _move_toward(target_pos: Vector3, _delta: float) -> void: var dir: Vector3 = (target_pos - global_position).normalized() velocity = dir * move_speed look_at(target_pos, Vector3.UP) func _try_attack() -> void: if _state != State.AGGRESSIVE or _target == null: return anim.play("attack_windup") var windup: float = maxf(0.25, attack_telegraph * (1.5 - aggression)) await get_tree().create_timer(windup).timeout if _state != State.AGGRESSIVE or _target == null: return if global_position.distance_squared_to(_target.global_position) < (attack_range * 1.2) * (attack_range * 1.2): if _target.has_method("take_damage"): _target.take_damage(attack_damage) anim.play("attack_recover") func _update_memory(delta: float) -> void: if _target != null and _has_line_of_sight(_target): _last_seen_pos = _target.global_position _memory_timer = memory_duration else: _memory_timer = maxf(_memory_timer - delta, 0.0) if _memory_timer <= 0.0: _target = null func _has_line_of_sight(target: Node3D) -> bool: sight.target_position = sight.to_local(target.global_position) sight.force_raycast_update() if not sight.is_colliding(): return true return sight.get_collider() == target func _on_body_entered(body: Node3D) -> void: if body.is_in_group("player") and _state == State.CALM: _target = body _last_seen_pos = body.global_position _memory_timer = memory_duration func take_damage(amount: int) -> void: if _state == State.DEFEATED: return _health -= amount var hp_ratio: float = float(_health) / float(max_health) if randf() < caution * (1.0 - hp_ratio): _retreat_desire = 1.0 if _health <= 0: _enter_state(State.DEFEATED) await get_tree().create_timer(2.0).timeout queue_free()
Key design notes embedded above:
aggression,patience,caution,punishmentare tuned per-archetype and jittered per-instance.- Intent SM (
_update_intent/_decide_intent) sits above the action SM (_update_action). - Action SM reads
current_intent. It does not write intent. - Telegraph length scales with aggression — angrier NPCs swing faster.
- Damage triggers a
caution * (1 - hp_ratio)chance to set_retreat_desire, so cautious + hurt = back off. diedsignal is the gameplay-layer hook;ally_defeatedis the squad hook.
8. Tunable matrices — concrete ranges per archetype
These are the base values; the spawn-time personality_jitter (default 0.15) widens them further.
| Archetype | aggression | patience | caution | punishment | Notes |
|---|---|---|---|---|---|
basic_grunt | 0.5–0.7 | 0.3–0.5 | 0.2–0.4 | 0.4–0.6 | Wants to engage; not too smart |
ranged_skirmisher | 0.3–0.5 | 0.5–0.7 | 0.6–0.8 | 0.5–0.7 | Kites, breaks LOS, punishes reload |
heavy_brute | 0.7–0.9 | 0.2–0.4 | 0.1–0.3 | 0.6–0.8 | Closes fast, low retreat |
boss | 0.7–0.9 | 0.7–0.9 | 0.5–0.7 | 0.8–1.0 | Patient, punishing, never panics |
wave_mob | 0.9–1.0 | 0.0–0.1 | 0.0 | 0.0 | Single intent: KILL |
civilian | 0.0 | 0.8–1.0 | 0.7–0.9 | 0.0 | Retreat-only |
companion | 0.4–0.6 | 0.6–0.8 | 0.5–0.7 | 0.3–0.5 | Supports, doesn't over-commit |
Set base values via @export in the scene's inspector, not hard-coded in script. That keeps the same enemy_ai.gd reusable across archetypes.
9. Verify
summer_save_scene(scenePath="res://main.tscn") summer_get_script_errors(path="res://scripts/enemy_ai.gd") # one file per call; path required summer_play # user tests summer_stop
If the enemy doesn't aggro, common causes:
- Player isn't in
playergroup. - Vision Area3D's
shapewas never assigned, so its radius writes errored withresource is null. - Sight RayCast3D
enabled = falseorcollide_with_areas = trueblocking on its own Vision area. - Personality jitter pushed
aggressionclose to 0 — check inspector values.
Common mistakes
| Don't | Do | Why |
|---|---|---|
| 360° perception | Sight cone or sphere with raycast LOS | "Sees through walls" feels unfair |
| Instant attack | 0.3–0.7 sec telegraph, scaled by aggression | Player needs to read the swing |
| All NPCs identical at spawn | Jitter personality knobs in _ready | Identical NPCs are predictable; predictable is boring |
| Action SM writes intent | Intent layer writes intent, action reads | Tangled SMs are unmaintainable |
| One enum for action + intent | Two enums, two SMs | Different time scales, different inputs |
| Hard-coded role per spawn ("this is the sniper") | Let personality variation produce roles | Squad emergence comes for free; authored roles fight the system |
| Behavior tree for a grunt | Action SM with 4 states + intent layer | BT overhead unjustified at this complexity |
| Per-frame group lookup | Cache target on aggro, listen for ally_defeated | Tree walks aren't free |
distance_to in _physics_process | distance_squared_to for comparisons | Square root costs at scale |
| Same animation in all states | Distinct anim per action state | The state machine is invisible; animation makes it visible |
queue_free() instantly on death | Death anim → 2 sec → free | Instant despawn breaks immersion + skips loot drops |
Setting shape's radius before shape holds a resource | Assign the shape, then set sub-properties | SetResourceProperty errors with resource is null when the property is empty |
| 100+ enemies with full FSM | Wave-mob archetype (no intent layer, single KILL intent) | Cheap mobs need cheap brains |
No died / ally_defeated signals | Emit both | Gameplay + squad logic both need hooks |
Anti-patterns
- "AI that dodges everything." Enemies that 100% dodge feel cheap. A
cautionknob plus randomized reaction time (50–250 ms) reads as skill, not aimbot. - Boss with 12 unique mechanics. Cap at 4–6 distinct mechanics across phases. Players can't track more.
- Companion that walks through doors. NavigationAgent3D with proper navmesh. Don't fake it with raw
move_toward. - Civilian that screams forever. Add a calm-down state on a 5–10 sec timer.
- Setting
current_intentfrom inside an action callback. Intent is computed by the intent layer from inputs (perception + personality + group). Letting action callbacks write intent inverts the architecture.
Collaborative protocol
This skill writes scenes and scripts. Always ask before each step. Group related writes into one ask.
Want a working starter?
For an animated NPC in a runnable project: summer create 3d-fps-simple-animated-npc. Run summer list templates for the current list.
See also
animation-tree— wire the action states to animation clipssummer-router— NPCs that answer free-form player text in a game on Summer Gamesvfx-hit-spark— hit flash recipevfx-dissolve— death dissolve recipegame-feel— screen-feel discipline (camera shake, hit-stop)gdscript-patterns— generic state machine and script patterns
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command |
|---|---|
summer_add_node | summer engine add-node |
summer_connect_signal | summer engine connect-signal |
summer_get_scene_tree | summer engine get-scene-tree |
summer_get_script_errors | summer engine get-script-errors |
summer_input_map_bind | summer engine input-map-bind |
summer_inspect_node | summer engine inspect-node |
summer_play | summer engine play |
summer_run_script | summer engine run-script |
summer_save_scene | summer engine save-scene |
summer_set_prop | summer engine set-prop |
summer_set_resource_property | summer engine set-resource-property |
summer_stop | summer engine stop |


