Saturday, February 09, 2008
Bug Fixed
Sunday, February 03, 2008
Rough Night
I decided that while I was writing the script for the latest non-player companion and had some time to fully play-test this, I was gonna work out a multi-class system. More or less, I just wanted to see if it was possible. If it was not possible, I had a “work-around” in mind that should have taken care of it from a game play stand point.
So if the player is 2nd level and a non-player joins the group, the non-player will automatically level up to level 2. That wasn't a problem with a single-classed character. The problem, however, lied in the multi-classed. I set up a non-player to be a rogue/cleric, both 1st level. When the non-player joined the 2ndnd class rogue. The secondary class was completely ignored. level player, they leveled to a 2
That would pose a problem when the player joins up with a monk/blackguard/warlock later on in the game. This non-player is part of the storyline, so having all three classes is of major importance.
After playing around with a number of different options, I found the final solution to be really simple. The reason the non-player was switching to a single was because of their “Starting Package”. This is basically a blueprint of how future leveling will occur. If I simply remove the starting package, the code that planned future leveling does not fire and the initial level in classes remains untouched. The non-player is then leveled in the standard fashion.
The most amazing part about this is that the engine does not crash when it fails to find a script that it expects. That was worrying me and was the main reason I did not think of trying this earlier.
Saturday, February 02, 2008
I'm so lucky
Friday, February 01, 2008
Weather Effects
Thursday, January 31, 2008
Wooden Area Complete
Wednesday, January 30, 2008
New Area, New Zone
Sunday, January 27, 2008
No Spawning, Only Jumping
In the old engine, I wrote a simple script to spawn non-player mobs without difficulty. For some odd reason, this new engine recognizes the script, but fails to fire it. I was able to come at it from a different angle. By placing the defined mob in another location, I was able to get a script to “jump” them to set waypoint. In this case, I just made a room inaccessable to place all the area spawning mobs. As long as their AI is disabled until I fire the “jump” they ignore each other, even if they would normally be hostile to one another. I don't see this causing any future problems, yet I am curious why my older script fails. I remember that id Software's “Doom” did something similar with their spawning mobs.
I also need a better system of setting up proper camera angles. Right now, I have to “eyeball” them then check them out through a play-test. It's not the fastest system in the world. Perhaps I could give them a set facing towards a waypoint or a small floor mounted trigger.
I bought a new notepad, because I was tired of using sticky notes to document my local integers. I originally thought it was good idea to use sticky notes, until one floats away and I have to backtrack to remember what I set.