The Slightly Angry Village Woman

Woah.

So much progress made, boringly a lot of it is hidden away a bit from anyone actually ever seeing it besides me but regardless. Mucho progresso made-o. Yeah I’ll never do that again.

Ok for starters there is now a mini to go with the main map which shows a spinning golden arrow to show which way you are facing. And to go with that the game now has a compass. Strangely enough that’s actually making it easier for me to not get lost in my own world (yep I’ve done it).

Here you see these new UI additions.

mapsmapsmaps.png

Ok moving on since the whole quest cycle is now finished (well it is now anyway) I need to branch out and make some surrounding areas more populated with things to do. I’ve started to make a narrow path leading to an old sage’s house. This meant I needed to make some improvements to my instancing and soft particle editors. They were both missing vital undo/delete functions.

It’s just way too annoying to reload the game if i place a bush I don’t want in the wrong palce or hack the data. Also to make the narrow path I had to use one of my spare ground textures from blendmap 2 (the first map is grass, stone, mud. The 2nd is cobbles, snow – for now and now sandy gravel).

Even that wasn’t enough to make a satifactory narrow path so I added in something I’d wanted for a long time: A color map. This basically allowed me to bright/darken or adjust the color of a 1 pixel of the terrain map. which translates to about 50cm squared. It just makes it possible to make things look more natural and will be very useful in the future.

Oh also I needed more types of long grass and bushes. Anyway those of you who follow me on twitter will already have seen the beginnings of this mysterious path.

path

So there’s the bushes and soft particles (a little ground fog/mist throw in) and here is the path itself with the next texture mapping and color map. Subtle but then it’s meant to be an old worn path. I’ve turned off one batch of foilage temporarily so you can actually see it.. Pretty effective I think.

path2.png

Ok and there’s more… well at lot more in terms of coding.

NPC now support multiple animations finally and they can roam following paths and play a specific animation at each step at whatever speed is selected.

So now we have woman with a slightly angry walk following a triangle i’ve laid out for her to follow. Maybe she doesn’t like triangles.

 

At least she has a shadow.. as do all the NPCs now and that’s the final major thing that was added. Next up I’ll be be adding said sage and battered house and maybe a broken cobble path to some spooky ruins.

The fun bits basically!

Until next time.

Building Builders

It’s not all sunshine and roses or whatever the expression is…

The last week or two were spent making “builders” to help my make my villagers (and other monster type things) behave how I want them to.

As you can see I ended up needing a bunch of panel of info to make a quest builder. This allows me to make quest steps of all different types (kill things, collect things, find a special thing, speak to someone or  go to a err special place). I can order them or allow them to be done simultaneously along with set any relevant text dialogue for the various NPCs.

This was a large (and not particularly exciting) slab of coding but hey, it’s done now. So now I can add 1 or more quests to an NPC.

In other news I had to do something about the bounding area of an roaming enemy. They can roam around in their area just fine but what about if they’re attacked (and therefore start to run after you) and get to the edge of their area? Well my solution was to allow them to go to twice the side of their bounding area once they’re attacked and if they get to the edge of that (ie that would probably mean you’ve run away) they will give up and spin around and head back to their area. While they’re heading back they’re also unattackable. This is pretty much how it works in Final Fantasy 14 and Everquest (not sure about World of Warcraft as I’ve never played it) and various other RPGs. I’ve never been 100% happy with that solution but the alternative aren’t that great either (monsters that chase you forever or you being allowed to just stand outside the monsters area and pick them off from range).

We have a new NPC type too. Female Peasant Roamer NPCs. Handily I found a way of using the same skeleton from the Male Peasant NPC so therefore I can use the same animation. At least as a base anyway, I can always tweak it.

This then means I need a “roamer builder”. She can’t just randomly roam around like a mad woman or zombie so she’ll need to follow a “script”. For now it’ll be moving from A to B, pause for x time, turn left/right. She can play a selected animation along with each step. With those step types I should be able to make her wander around the village in an eventual loop. Much like the West World characters although she won’t be quite as intelligent.

Some smaller stuff. The player now hold’s he weapon properly and I added a sparkle to follow his weapon when he attacks, like so:

stab.png

Oh and when a monster is killed it now updates the quest journal with a message to say that the player needs to kill more or that they’ve finished that step of the quest (also with a green tick). I’ll need to make it so you get your reward soon!

journal.png

And finally the slope is now checked to prevent you walking up sheer surfaces although that’s not perfect yet since you can turn at a shallow angle to the surface and creep up it slowly but I’ll fix that later by checking the slope angle (as suggested by a nice guy on the Monogame forum).

Until next time..

 

Roaming and Targetting

Ok loads of updates. Some of which took absolutely ages to get look reasonable.

First up I continued where I left off (which is rare for me since I tend to hop around rather a lot). So before I had it to a quest npc (a male peasant farmer) would offer you a quest to help him with a rodent problem. You can accept this quest and will be offered an item to help you complete the quest. A dagger in this case.

The quest object is added to the player object and appears in your journal a a quest name. Nothing too complicated there but it works pretty elegantly at least and lends itself to easily making so I can save the game state (ie the Player wants to quit and play something else – heaven forbid).

Ok so now I needed some rodents for said rodent problem. I already had my rats kinda walking in a straight line and following the terrain if i told them to however that’s all they did. Unless you attacked them in which case they will follow you to the ends of the earch (around 25km away in this case) and try and kill you. Since they hit for hardly anything that would take probably hours for a rat to kill you. These are, after all, the started quest monsters.

Anyway so I had to make the roam but not too far away from the farmers farm or else what kind of problem would he have exactly? “Oh these rats that are 10km away are bothering my crops?”. I’m not even sure rats eat corn.. but anyway. So the rats first had to roam within an invisible bounding box. That was simple enough,  I just had to add some code to the editor to allow you to set the min/max for the box and save it for each rat.

Now onto the roaming itself. There a simplistic AI for this. The rats have 8 different actions they can perform. One of these is randomly picked after a random time (only a second ish) and they will various in turning rate, speed, animation speed. Also they will avoid each other and try not to make it too obviously they’re in an invisible box.

Here’s a video showing how that looks. I’ll tweak it some more but i’m fairly happy with it:

So there you have it. Next up i’ll be making it so you can kill the rats (which already kinda is done) and make them respawn after a while. They will leave a corpse for a few minutes first and possibly even drop some treasure. Oo Treasure!

On a side note I’m really starting to see why there’s such a long list of people in the credit at the end os PS4 game. Wow there’s a lot of work. I’m glad I didn’t go with my original idea of making an MMORPG. I mean this isn’t going to be Witcher 3, let’s be realistic it’s also not going to cost £50-60. Also remember, No Man’s Sky was only 2-3 guys at first (6 in the end) and that was a pretty huge success. I loved it anyway.

Until next time.

 

Editing the Realm

Well, loads to tell.

From the picture above you can see I “slung” together a basic terrain editor. This isn’t for reshaping mountains or making huge changes to the world (ie use my terrain generator for that). This is for tweeking the odd nasty pointy hill or overly sleep slope. It was rather complex in the end since it had to find the exact patch of terrain to edit then match up the height with the heightmap (the aerial view of the terrain that determines how height each square meter of the terrain is.

I’d been wanting to do that for a while but I thought it would be too much of a pain. Then I read some post somewhere about using SetData on the vertex buffer after adjusting the position of one of them. I always thought that would be too complex but since my world is centred on the player (0,0,0) it wasn’t so bad to work out. I won’t bore you further with the details.

Other things.

I imported a load more rocks and trees. I think I really do have enough of those now.

morerocks

So yeah those look nice I think (there’s some mossy ones around but i’ll probably show those in the video).

I’ve done a lot of work behind the scenes on the actual player class. He/she/it now has lots of data attached to them like their name, experience, level, health, power and I made a base skills class which initially just has a dagger skill. The thought being that each item can have a required skill attached to it (or multiple skills or none) for you to be able to use it or at least use it effectively.

That done I moved on to making a character screen, I combined the look of the Final Fantasy 14 one with the look of a more classic RPG. It will have tabs for your skills and stats, equipment and quests. I’m trying to avoid making windows open all over (ie like Everquest) and try and keep the interface as user friendly as possible.

Here is the initial layout, the tabs and data will go on the right.

characterscreen

I’m not 1005 happy with it yet at all but I’ll try not to get too bogged down with making it look perfect and get on with making it usable.

Well that’s it for now.

Until next time…

Rats and Shopkeepers

It’s been a couple of week since my last post but that doesn’t mean that not much has been done in term of getting the world together.

First up I worked on getting some nice dialog boxes (and a font (SpriteFont if you’re interested) and a papery texture for the font to go on. This was inspired by Final Fantasy 14 (ARR)’s dialog boxes but it’s not close enough to get me sued. Could someone sue you over dialog boxes being too similar? Probably.

Anyway after fiddling with fire some more I made the editor able to handle animated models better and fixed up a really deeply hidden bug in the instanced grass I moved on to getting some new trees and bushes in. I added total of 7 types of tree, 3 flowers, 2 bushes and 2 shrubs. That should be plenty to keep things looking interesting.

Here is a video of a few of the things I just discussed.

NPC’s can now have a ton of attributes edited as you can see from that video. I followed one of my one roam rats all the way to a mountain to see if it would roam the terrain nicely and it did. It’s amazing how watching something you wrote actually work can bring you so much pleasure.

Until next time..