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I chose to tackle combat while I have the time but rather than take it on all at once I'm breaking it down into the the three styles and npcs; first up is ranged.
Not a whole lot note worthy just a tonne of data, every ranged or thrown weapon and special attack except the fixed device, the complete list is here.
I did manage to separate modifiers from the combat formulas to keep things separate and tidier and so all the heavy lifting has been done and adding all the melee weapons shouldn't be very difficult.
Retaliation, npc combat, drops, aggression, player death all things yet to be added and bots will have to wait until there's ways of obtaining weapons
Took about a month break to rekindle the spark before continuing on with combat,
Added all the melee weapons, effects and special attacks; nothing you havent seen a million times before
modern and ancient magic spells, autocasting & sorting
npc combat, auto retaliation, npc death, drop tables, and simulating kills
you can simulate as many kills as you want but anything over 100m starts to take a lot of time, e.g. 1b kills took a minute and a half to calculate
and yes killing 1 billion goblins would take someone approx 95 years straight
Finally added some content smoke tests which run scenarios on the server without networking and with the cache data mocked
A scenario is something like spawn 1 player with sword 1 cow, send fake "packet" for player to attack npc, wait ~10 ticks, assert cow is dead, bones are on ground and the player gained experience.
As they have to initiate the whole server these tests take a bit longer to run than regular unit tests however they assure that content and the systems they depend on continue to function as expected years after it's written.
This was emphasised when I found the trading ui had broken when writing tests for it, I reckon it broke when I ported from 667 to 634 towards the end of last year and it had gone unnoticed ever since.
Combat is currently in a good place but by no means flawless and there's still plenty more to get on with: PvP and MvM is completely untested, npc behaviours like aggression, lunar spells, food/potions and player death to name a few and of course bots! still need adding.
I hope to get the rest of it complete by the end of the year however with some major things coming up irl and having recently started a new job I might not have the time, we shall see...
Still tinkering away when I find the odd bit of time
Added the combat tutors and free items as a way for bots to get ranged and magic equipment
Might've got a bit carried away with that one, even the arrows hit closer to the target depending on your hit accuracy.
The bots fight other monsters too depending on their levels; chickens, rats, goblins, cows for nows
And there is support for choosing different weapons and armour but there's just no shops for them to get them yet.
Tweaked movement to add proper forced doors for the toll gate
Overall progress is coming along nicely, the world currently supports 45 activities for bots and it's really starting to make the game feel lively and active.
Looking back at my original todo list I'm happy with the progress I've made and I hope to add a few more skills before end of January which will mark 1 year since the start of the project
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Hahaha. Love it. Kind of reminds me of a strategy game where you start out with one bot with no skills, and then eventually progress into having several kingdoms run by bots, and can battle other players into Group PvP by gearing your bots, etc. Don't think it is the style you're going for, but still very refreshing to see someone work with bots. Great work @Greg
looks amazing im glad to see something with promise
Happy new year all
Had a bit of a clean, fixed backlog of bugs, changed up how all the skilling data is stored so the code isn't as cluttered with data, a few more of the easier skills add to the list; firemaking and cooking
Also added all the food and drinks, emptying, filling with water, decanting and the various effects of consuming
And as always, bots make fires, cook and use food in combat now too.
Refreshed the main post with new goals for the year, I'm especially looking forward to adding bot communication. I'll likely limit it to quick chat options but I would love to come up with a contextually aware chat system, allowing a bit of back-and-forth between bots and the player much like Valve's "Two Bots, One Wrench" demo
Thanks to Kris and Scu discussing collision and pathfinding I ended up spending a few weeks refactoring those systems and adding/improving support for bank booths, border guards, water & flying
Which naturally continued into general improvements to interaction, can't reach messages, line of sight and attack distance movement
And ducks
Not a rabbit hole I had planned but glad these things are now even better than they were.
Done quite a lot of tidying in general recently; removed some duplicate systems and code, fixed some major stability issues with content tests, improved storing and querying of entites by area, identified all the inbound packets and chat types, and there's still plenty more game engine improvements to come.
And lots of new content too: all the socialising stuff
display names, friends, ignores, status', public chat, private messages, quick chat, chat colour settings, clan chat, clan settings, ranks, kicking, loot & coin share etc...
Talking with bots will be quite a large task so I'm going to take a break and move onto something else and come back to it later.
Amazing looking project
I'm something of a bot fan myself
Looking forward to how you tackle conversations
keep it up
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