Sep 26 2010

Combat System 2.0 is Go (well, sorta)

Tag: Full Games,MMORPG Tycoontrevor @ 11:02 pm

In bullet point form, here’s the new stuff:

  • Monsters and PCs are now basically the same thing, just being controlled by different AI code.  This dramatically simplified moving things over to the new combat system.  NPCs (shopkeepers, quest-givers, etc) will eventually also be controlled by this same system, but aren’t yet;  right now, they’re still being treated as buildings.
  • Customisable attributes (“health”, “mana”, etc) are in place and working.  Right now, everything in the game gets the same set of attributes, but different types of character can have different maximums.  Editing facilities haven’t yet been implemented, apart from via manually editing a save file.
  • Customisable combat abilities (“Attack”, “Heal”, “Suck blood”, etc) are in place and working.  As above, editing facilities haven’t yet been implemented, apart from via manually editing a save file.

Stuff that’s not yet written:

  • Editing GUI for attributes/abilities.
  • AI for intelligently selecting abilities.

So right now, the combat system only works for a human player;  there’s no AI code written yet to trigger attacks.  This makes my test combats a little bit one-sided, since monsters will run up to me and then sit there, not actually attacking while I pummel them senseless.  But that situation won’t last too long;  the AI will come right after the editing GUI.

In other news, work is going to be a bit busy this coming week, so development on MT2 is likely to be a bit slow for the next little while.  Hopefully not for too long.  Crossing fingers!  :)


Sep 25 2010

StarCraft II, two months on

Tag: General lifetrevor @ 10:24 pm

I’ve mentioned StarCraft II twice before, here and here, with my thoughts immediately after purchasing and about a week later, approximately.  Thought that it’d be interesting to post an update today, about two months after having purchased the game.

First, the single player campaign:  Like the previous entries in the StarCraft series, I played through to completion, but only on the ‘Normal’ difficulty level.  I didn’t particularly enjoy the single player mode.  I’m not sure why that is; it just didn’t excite me.  But I pressed through it in part to find out what happened in the storyline, and in part because my Internet was out of commission during that week, and it was something I could do offline.

Next, the multiplayer:  As I commented before, StarCraft II (like all RTS games) is a game that I really really want to be awesome at.  I love thinking about the strategies, and the thinking and the supportive portion of the community that surrounds the game.  But I’m not really competitive in the game.  At all.

Part of this is that I don’t actually seem to play it much.  Over the past two months, I’ve totalled 60 ranked ladder matches, half of those in the very first week.  And during these two months, I’ve reached the lofty heights of 8th rank in Bronze division (which for the non-Starcraft players out there, is a a nice way of saying that I was amongst the very best of the very worst players).

My last ranked match was two days ago.  Before that, a week ago.  Before that, two weeks ago.  Each of those lasted a total of about twenty minutes.  So I’m hardly playing it at all.

But wow am I spending time on it.  I watch the Day9 dailies every day.  I read the Team Liquid strategy forums.  And wow do I watch a lot of replays.  I have to say, I’ve never seen a game which you can be terrible at and spend this much time not-playing, and yet still feel like you’ve gotten your money’s worth.

It makes me wonder whether there are other ways to achieve the same “I got my moneys’ worth from this game even though I can’t actually play it” reaction.

I suspect that it works so well with StarCraft because of the three (approximately) balanced armies, which all work so differently that most players can only learn to play well as one of them.  So players have to pick a single side in the conflict, much like picking a team to support in professional sports.  I play as a Zerg, and I’m not very good at it.  But  every time Dimaga or some other high-ranking Zerg player does well in a match, to me it feels like a victory for “my team”, very nearly as if I’d done it myself.  Or at least, that’s the way it seems to me.  So it’s okay if I don’t play StarCraft much myself;  I’ve got people representing my side in the big tournaments.

I don’t think it’s possible to achieve that level of outside-the-game involvement with the plot-based and content-tourism games that are the norm these days.  To a limited extent, you see similar outside-the-game time expenditures for heavily complicated non-story-driven games, games such as Dwarf Fortress, NetHack, and to a lesser extent, Spelunky and MineCraft.  You also see it in certain heavily customisation-based games, such as The Sims.  But most games aren’t like these;  most games are designed to be easily played through by most players, and then to end and never be played again.

I wonder whether the modern slew of Facebook games (and other “social” games) get people really thinking about and researching them when they’re not actually playing.  I’ve never played a game of this type;  with the direction the industry’s been going the last few years, maybe I really should.

(Also, for those hungry for MMORPG Tycoon 2 updates, yes, I’m still coding and making progress.  I’ll post an update tomorrow.  :) )


Sep 21 2010

Mauled by a bear

Tag: Full Games,MMORPG Tycoontrevor @ 11:24 pm

The very first time I’ve entered into combat and actually been chased and attacked by a monster.  It actually feels really different to do this yourself, rather than having AI subscribers doing it.

Thoughts:

  • Currently, monsters won’t attack you until you come within 10 meters of them.  This feels way, way too close.  I thought that I had a bug in the “consider attacking a player-controlled PC” code at first, before I tried coming a whole lot closer.  In retrospect, many MMORPGs consider melee range to be 5 meters — from that point of view, being invisible to monsters at a distance of 10 meters seems kind of silly.  I’ll probably need to increase this “monster aggression” distance to 30-40 meters, and vastly increase the size of grinding areas, so that monsters are much more spaced out, to compensate for their increased visual range.
  • Currently, combat feels really slow.  Right now, monsters (and AI PCs) currently attack once per second.  It seems a little odd that this feels slow to me; most MMOs I’ve played haven’t had you activating attacks much more frequently than once per second, I think?  Maybe it’s the lack of animations that’s hurting the general feeling, here.  (Please, anyone, feel free to correct me on this impression in the comments — I really don’t want to delve into WoW again just to measure attack timings.  :) )

Sep 21 2010

Today’s fun bug

Tag: Full Games,MMORPG Tycoontrevor @ 10:06 pm

So tonight, as part of bringing in the new combat system, I’ve smashed Monster Types and PC Classes together into the same thing.  That is, there’s no longer any difference between the classes that an AI subscriber can play, and the types of monsters that they can fight.  This means that it’ll be easily possible for the player to inhabit the body of a monster and test out monster attacks.  Or alternately, it should be possible to create monsters which use PC-playable class types.  (that is, if you have “Paladin”-class PCs, you should also be able to have “Paladin”-class monsters)

This is the big first step toward smashing together PCs and Monsters (and probably eventually NPCs as well) into just one thing;  this will allow easy support for PVP and similar systems.

Anyhow, after doing all this, Monsters suddenly stopped rendering once they’d been placed in the world.  They were rendered fine while the AI Developers brought them in from the graveyard, but as soon as an AI developer dropped it, *poof*, the monster would instantly vanish.  I spent about an hour debugging this today, to figure out why monsters were vanishing immediately after becoming active.  It eventually turned out to have been because the old Monster Types declared a “maximum health” value for monsters to use, while all PCs automatically had 10 hit points maximum.  Now that Monsters were using PC-style classes, they didn’t have a “maximum health” value to set their health to, so they died immediately after being placed into the world.  Oops!

On the plus side, Classes now set a maximum health.  This means that it’ll be possible to make glass-cannon mages and other fragile player classes, now!  (They still default to ten points)


Sep 20 2010

Today’s progress

Tag: Full Games,MMORPG Tycoontrevor @ 1:10 am

Didn’t get as much done today as I wanted to.

From yesterday’s list, I converted the top left information box to display the avatar’s statistics instead of the MMO statistics, and I got the player’s action bar to display and trigger the abilities of the avatar that the player’s currently inhabiting.

However, I ended up spending a lot of time debugging some memory leaks and miscellaneous crashes related to the new ability system, and so never made it to starting on the display issues of actually showing abilities recharging in the ability bar.  I still need to figure out how I want to do that.  I’ll try to get to it tomorrow!


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