ID:120787
 
Keywords: age, chris, gayle, spirit, zane444
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We want to include a really large map, five different major land masses and various other small islands. A big issue with this is the time it would take to map all of this, a huge time waster when it comes to mapping is the laying down of edges to get rid of or reduce the 32x32 grid feel from the map.



To solve this I took the time and wrote a system that laid down turf's edges automatically saving Zane & I hours, probably days of potential time wasted.



Depending on the turf's weight it's edges will be laid down in preference of another.




Pathfinding Alternative


Most games employ pathfinding, the only issue faced on BYOND is that after a while, with many players, the frequent loops and checks for multiple mobs may cause the game to slow down.

The movement in Spirit Age is actually based on angles, even the movement for the user, so that gives us 360 different directions for a mob to move in, instead of the standard 8 cardinal directions.

Now, with angle based movement the x change in step and y change in step is derived from the angle, chances are, even by walking in a straight line if a mob bounces into an atom it will simply slide along the atom in a timely manner and continue on it's way to it's target.



Now, I have even taken it a step further, if a mob is moving towards it's target, but sliding ceases to work as the obstruction lies in a perfect line between the target and the aggravated NPC, the NPC will simply jump over the obstruction and continue on it's merry way to attempt to take your life.



Benefit: By cutting down on the checks for a available path by a path finder, I hope to achieve some better performance. However we are still going to use a path finder as some parts of the game will actually require it none the less.




Recent Inspiration


A few days ago, SuperAntx made a blog post (http://bit.ly/ucEQLS) about this video


(Certainly worth watching, whether you want to make your own game or not.)


After watching it I decided that I wanted to make the story really tie in with the game play, so in future test and future project updates I will make sure to include little glimpses into the story as we move along with development.
Amazing. You are fantastic. Seriously. There isn't one thing to critique. Keep on trucking, Soul Train~
Whoever nayed this is ugly.
Enzuigiri wrote:
Whoever nayed this is ugly.

Damn straight.
dontjust tell us you made a way to auto-turf edges and not release it as a library D:!!
anyway,great work, cant wait to see this game when it hits an open beta.
whooooottt!
Dude, you totally should release it as a library. Just let them define a turf's weight, and lay down edges(If they exist) as they should be.
Zane444 wrote:
whooooottt!

^ This and that video was worth the 19 minutes
Man you,Zane and some other byonders make me wish i had some free time to do my project on byond >.<
The base is male from the top and female from the bottom :o
greatest video ever
The movement in Spirit Age is actually based on angles, even the movement for the user, so that gives us 360 different directions for a mob to move in, instead of the standard 8 cardinal directions.

Now, with angle based movement the x change in step and y change in step is derived from the angle, chances are, even by walking in a straight line if a mob bounces into an atom it will simply slide along the atom in a timely manner and continue on it's way to it's target.

If you're just using BYOND's built-in movement, movement based on angles can have problems because you can't move by a decimal amount. For example, moving 5 pixels to the right and 0 pixels vertically is fine, but if you turn left slightly and move 4.9 pixels to the right and 0.1 pixels up, if you're just using the Move() proc you'll end up only moving 4 pixels over and 0 pixels up.

My Pixel Movement library handles this for you, as well as the sliding along obstacles when you're moving diagonally.
Jumping over ledges is very cool indeed. Angle based movement also sounds pretty neat, keep up the good work CG!
Wow! Hey Chris, not sure if you remember me...considering we've only talked once, but glad to see you're working on a new project since Bleach. In fact, this actually seems kinda like Bleach. You got the whole spirit and medium idea, it seems.
http://BYONDPanel.com would love to be your official host (for free of course) if you want to talk more throw me an email

a.t.h.k at hotmail.com

Have a test run or have an account for 2 + years on us no catch.

Talk soon.
A.T.H.K wrote:
http://BYONDPanel.com would love to be your official host (for free of course) if you want to talk more throw me an email

a.t.h.k at hotmail.com

Have a test run or have an account for 2 + years on us no catch.

Talk soon.


ITS A TRAP!!

A.T.H.K wrote:
http://BYONDPanel.com would love to be your official host (for free of course) if you want to talk more throw me an email

a.t.h.k at hotmail.com

Have a test run or have an account for 2 + years on us no catch.

Talk soon.

What are the server's specs? if you dont mind me asking.
Zane444 wrote:
What are the server's specs? if you dont mind me asking.

Core I7 3.2GHZ
1 GB RAM (dedicated to yourself may be increased with the demand of players)
60GB HDD
Bandwidth (unlimited)
Price - Free
Connection Speed 3mb/s (dedicated to yourself may be increased on the demand of players.)

Server is located in Chicago I believe.

If there are any other questions feel free to email me and I can set you up with a test account.
Enzuigiri wrote:
A.T.H.K wrote:
http://BYONDPanel.com would love to be your official host (for free of course) if you want to talk more throw me an email

a.t.h.k at hotmail.com

Have a test run or have an account for 2 + years on us no catch.

Talk soon.


ITS A TRAP!!


Please explain how this is a trap?
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