I took a break from development yesterday, but I’m back to it today.
- PCs now can see QuestGivers from only 40 meters away (TODO: consider reducing to closer to 20 meters). If a PC moves within that distance from a QuestGiver that he doesn’t already know about, he’ll stop whatever he’s doing and go to pick up a quest.
- Modified (improved?) the PC AI code, so that PCs won’t rapidly flip-flop between different activities. That is, if he decides to do a quest, he won’t change his mind and go to socialise somewhere until he has at least fought a couple of monsters. (previously, he could swap back and forth rapidly)
- Slightly improved the behaviour of monsters, when closing for combat with a player. (still needs more work; they often dance back and forth around each other. They should approach each other and then stop; it’s just being a little tricky to orchestrate that.)
- Fixed the stats display when a PC is selected, such that the meters are drawn with proper colors, instead of being drawn black-on-extremely-dark-grey.
Tasks for tomorrow are:
- Make players and monsters approach each other for combat properly.
- Modify Grind and Quest AI code to make players find a specific monster within the grinding zone to fight, and approach it directly. (Currently, both sets of AI code just make players wander around at random within the grinding zone)