Screen Shot 2014-07-28 at 11.03.43 pm

More on NPCs

Yesterday I mentioned making NPCs into their own thing, instead of being very small buildings. Today, I added a few behaviours to them. They now wander around within a small area near where they’re placed, and they now look at PCs who come to take quests from them. In this screenshot, the PC in the…

Screen Shot 2014-07-27 at 2.55.59 pm

NPCs

A minor update which involved a lot of code: I’ve added a basic framework for NPCs to MMORPG Tycoon 2. Before now, NPCs such as quest-givers were implemented and treated as very small buildings (in MS5, if you select a quest-giver and open the Info Pane, it even describes him as a building). As of…

MMORPG Abilities & AI

World of Warcraft, I believe, is slightly unique amongst MMORPGs in that its different classes not only have different abilities, but actually have different resources providing access to those abilities. Spellcasters have “mana”, fighters have “rage”, and rogues have “energy”. Each of these is a limited resource which is consumed by invoking particular abilities. In…

ObscuredGlow

Obscured glow

Ever since VectorStorm started to support non-glowing objects (Game in a Week #3: Thunderstorm), there’s been a problem with how how it performed the glow effect. The problem occurred when you drew something that doesn’t glow over something that does — the obscured glow would “show through”, as seen on the left side of this…