User Tag List

Results 1 to 10 of 34

Thread: Progress Report

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,765
    Level
    21
    vBActivity - Bars
    Lv. Percent
    69.72%
    Suggestions/requests for NPCs:

    Option to have NPCs treat one another as solid, and halt, turning in a walk pattern, if they try to collide.
    Collision between NPC(npc), NPC(object), NPC(player), etc., generates event (e.g. planned encounter, special dialogue, and so forth).
    NPCs take action on collision, with similar collision options (e.g. steal from player).

    I presume some of these can be handled with scripts, but I don;t know how much you want to force the user to rely on scripts to do these types of effects.

  2. #2
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,961
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.43%
    Put in some camera functionality, so I added related stuff for screen- flashing, tinting, shaking, and fading. A neat side-effect of this is now we truly have non-nullable textures. I'm guessing more things will become non-nullable later on as well.

    Putting in various map collision stuff. See: http://armageddongames.net/showthrea...801#post909801
    Performance is also not an issue. 800 NPCs was just about all that would fit on the map and cost just under 0.03 milliseconds on my old craptop.

    It looks like the font, message box, dialog, and UI stuff is approaching. At some point I have to finish that I guess. >_>


    Quote Originally Posted by ZoriaRPG View Post
    Suggestions/requests for NPCs:

    Option to have NPCs treat one another as solid, and halt, turning in a walk pattern, if they try to collide.
    Collision between NPC(npc), NPC(object), NPC(player), etc., generates event (e.g. planned encounter, special dialogue, and so forth).
    NPCs take action on collision, with similar collision options (e.g. steal from player).

    I presume some of these can be handled with scripts, but I don;t know how much you want to force the user to rely on scripts to do these types of effects.
    TBH I'm not really sure what I want to put in scripts and what I want to put in data for all the corner cases, so for right now I'm mainly doing the common cases. There's still tons of stuff left to do so this is reasonable I think. It's entirely possible that any out of the ordinary thing would absolutely need a script. The goal is to make general common task scripts very small though; for instance in ZC most scripts have a lot of for loops, we can easily put a lot of that type of stuff in optimized c++ code. Plus if I ever finish I may want c++ as an alternative scripting language, so it works for that too.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social