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MMORPG Contest - T minus four days
MMORPG Contest - T minus four days
| Name: | Tony Richards | ![]() |
|---|---|---|
| Date Posted: | Jan 18, 2007 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Tony Richards |
Blog post
Ok, so it's actually about two weeks, but with my vacation and everything, I only have four days of actual work.... I'm excited about the progress.
AFX
This morning (early) I complained about the way the spell book worked. The initial implementation, although good, didn't fit a multiplayer game because you were basically limited to a single spell book. The reason was because the spell books were implemented as datablocks, and as you should know, datablocks are mostly meant for static data that is common among all clients.
So... the fix (and I'll post this later as a resource) is to move all of the spell information down to the object (afxSpellBook) and out of the datablock (afxSpellBookData).
As it so happens, this was very easy to do.... after a couple of hours (and most of that was just typing) it worked flawlessly... well, I had one bug, but it was easy enough to fix.
NPC Dialogs
Taken directly from Mathew Walker's (NCsoft) article in MMP Game Development, we're actually using a database representation of use cases for the NPC dialogs.
Complete with pre-conditions, post-conditions, extensions, notes, title and short description, this data model worked perfectly. Although using UML would've been a bit overkill, the final data model made perfect sense.
After the contest I'll write a white paper on how it's implemented. I can't take credit for the idea or anything, but seeing a practical application might shed a bit of light on the subject of standard development methodologies applied to game development.
Path Finding
Yes! I've updated the database interface to include path-finding nodes... one of the things I changed was making the objects NetObject scoped only to GM's that have indicated an interest in subscribing to them. Since this information isn't required on any normal clients, this significantly reduces bandwidth, but this still allows GM's to see the nodes when they want.
Another feature is the "cookie crumb" mode. In this mode, GM's can walk around, trailing a cookie crumb a second behind them... as soon as the GM is out of sight of the previous cookie crumb, the current one is dropped. As long as no short corners are cut, the GM effectively is creating paths just by walking around. This eventually clutters things up, but a nightly optimization routine will cull the unnecessary nodes. Net results... NPC's actually follow the same basic natural paths that the GM's tend to take.
More AFX
As it turns out, AFX is absolutely perfect for melee and not just spells. The choreography features makes it so players and monsters can have a natural looking fight, complete with parry's, jabs, stabs, slashes, etc.... I look forward to seeing the new models with the motion datasets taking advantage of this feature.
Not quite done with this yet, but I have high hopes that it'll be done soon after the contest.
Thanks for reading...
AFX
This morning (early) I complained about the way the spell book worked. The initial implementation, although good, didn't fit a multiplayer game because you were basically limited to a single spell book. The reason was because the spell books were implemented as datablocks, and as you should know, datablocks are mostly meant for static data that is common among all clients.
So... the fix (and I'll post this later as a resource) is to move all of the spell information down to the object (afxSpellBook) and out of the datablock (afxSpellBookData).
As it so happens, this was very easy to do.... after a couple of hours (and most of that was just typing) it worked flawlessly... well, I had one bug, but it was easy enough to fix.
NPC Dialogs
Taken directly from Mathew Walker's (NCsoft) article in MMP Game Development, we're actually using a database representation of use cases for the NPC dialogs.
Complete with pre-conditions, post-conditions, extensions, notes, title and short description, this data model worked perfectly. Although using UML would've been a bit overkill, the final data model made perfect sense.
After the contest I'll write a white paper on how it's implemented. I can't take credit for the idea or anything, but seeing a practical application might shed a bit of light on the subject of standard development methodologies applied to game development.
Path Finding
Yes! I've updated the database interface to include path-finding nodes... one of the things I changed was making the objects NetObject scoped only to GM's that have indicated an interest in subscribing to them. Since this information isn't required on any normal clients, this significantly reduces bandwidth, but this still allows GM's to see the nodes when they want.
Another feature is the "cookie crumb" mode. In this mode, GM's can walk around, trailing a cookie crumb a second behind them... as soon as the GM is out of sight of the previous cookie crumb, the current one is dropped. As long as no short corners are cut, the GM effectively is creating paths just by walking around. This eventually clutters things up, but a nightly optimization routine will cull the unnecessary nodes. Net results... NPC's actually follow the same basic natural paths that the GM's tend to take.
More AFX
As it turns out, AFX is absolutely perfect for melee and not just spells. The choreography features makes it so players and monsters can have a natural looking fight, complete with parry's, jabs, stabs, slashes, etc.... I look forward to seeing the new models with the motion datasets taking advantage of this feature.
Not quite done with this yet, but I have high hopes that it'll be done soon after the contest.
Thanks for reading...
Recent Blog Posts
| List: | 11/29/08 - Fractured Universe resumes 11/13/08 - Take Two... 11/13/08 - Zen and the Art of Indie Game Development 04/10/08 - Indie 2.0 - Content Packs 03/14/08 - Indie 2.0 - Part 1 01/04/08 - IndieZen Dev Blog, Dec 2007 12/13/07 - Happy Birthday IndieZen! 11/25/07 - IndieZen Dev Blog, Nov 2007 |
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Submit your own resources!| Ashley Kelley (Jan 18, 2007 at 04:30 GMT) |
As a judge of the mmorpg Indie game dev contest I cannot wait to play!!!
Edited on Jan 18, 2007 05:08 GMT
| Dreamer (Jan 18, 2007 at 05:07 GMT) Resource Rating: 5 |
| Volund (Jan 18, 2007 at 05:09 GMT) Resource Rating: 5 |
| Leroy Frederick (Jan 18, 2007 at 12:29 GMT) |
| Dave Young (Jan 18, 2007 at 14:03 GMT) |
| Neo Binedell (Jan 18, 2007 at 15:32 GMT) |
| Johnny Hill (Jan 18, 2007 at 16:57 GMT) |
The sounds like a good basis for a good old fashion fight game, complete with effects and combos..:)
Quote:
The choreography features makes it so players and monsters can have a natural looking fight, complete with parry's, jabs, stabs, slashes, etc.... I look forward to seeing the new models with the motion datasets taking advantage of this feature.
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