[Development] Burning Skies: Profaned Sanctuary

05/12/2013 00:42 Spirited#331
Quote:
Originally Posted by _MaryJuana View Post
would be nice if u release some stream times^^ i would take a look
It's possible that I might have a stream in the future when more features are programmed and I have more to show. The plan is to keep it more as a surprise, but there might be a few things I can show in time.
05/12/2013 07:30 LordGragen.#332
Quote:
Originally Posted by Fаng View Post
It's possible that I might have a stream in the future when more features are programmed and I have more to show. The plan is to keep it more as a surprise, but there might be a few things I can show in time.
well since there is going to be surprises for players then i dont think you should stream at all, let the close beta or open beta be surprise to them, and you know maybe after showing some people will steal the ideas add in there server, but i think keeping everything private at list the things that we wont see in regular conquer.
05/12/2013 09:57 Spirited#333
Quote:
Originally Posted by LordGragen. View Post
well since there is going to be surprises for players then i dont think you should stream at all, let the close beta or open beta be surprise to them, and you know maybe after showing some people will steal the ideas add in there server, but i think keeping everything private at list the things that we wont see in regular conquer.
I appreciate the concerns, but I really don't think anyone here interested in copying my project can copy it. The base of my project isn't like a public source. It supports a much more dynamic game play experience that would be very difficult to effectively implement in other sources without a complete redesign. I'd tell you more, but you know how much I love surprises. I might let out a small thing here and there, but I doubt you'll see anything until later this summer at the earliest.

Livestreams are possible... just not where I am right now. My internet will not support live streaming (that's why I had to stop). I'll get back into them when I have time, and I'll teach myself how to communicate times with you guys. Until I move though (in two weeks), there's nothing I can do about that. I won't promise anything either because I need to focus on school work first. We'll see though.
06/01/2013 05:26 Spirited#334
Hey everyone,

I've been working on damage calculations over the past few days, and I got three models to work from, all of which are stable. For those who follow my blog, you'll know that I implemented one of the models, but quickly changed it to a constant 2-3 physical hits to kill system, not to discourage lower levels from participating in PVP quests and competitions (before it was slightly discouraging low levels from PVP, taking 4-5 hits to kill). I finished implementing physical attacks, deaths (the player dies, then changes into a ghost after two seconds), and reviving. Here are a couple pictures of attacks in action:

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That's it for the time being. I might work on spells and magic attacks next, or I might work on monsters and getting them spawning (we'll see). Either way, more development is coming soon!

Cheers,
Spirited
06/01/2013 15:34 Super Aids#335
I'd rather see tournaments being based on skills, than gear. Like everyone using the same gear and such.
06/01/2013 17:40 Spirited#336
Quote:
Originally Posted by Super Aids View Post
I'd rather see tournaments being based on skills, than gear. Like everyone using the same gear and such.
That was the goal of changing my calculations to my third model. I don't normally release information about gameplay, but I can hopefully comfort you in stating that I share your opinion.
07/02/2013 20:12 ×Holo#337
Fastah!
07/03/2013 01:14 Spirited#338
Quote:
Originally Posted by ×Holo View Post
Fastah!
Currently, I'm working from 8am to 4pm on classwork and labwork. That really tires me out. I'm also developing for the computer science department every day. I'm going to try to get something done this weekend, but it's hard with my current schedule. Summer classes are a lot faster and require a lot more attention.

Edit: I did need a little push though; I completed the monster spawn group definition just now. All that's left is testing the monster entity class / spawn packet and populating the group. Then, after I've added monsters to the maps and the screen system checks the pool for monsters in the player's screen, the player should start seeing monsters.
07/03/2013 07:28 ×Holo#339
Quote:
Originally Posted by Fаng View Post
Currently, I'm working from 8am to 4pm on classwork and labwork. That really tires me out. I'm also developing for the computer science department every day. I'm going to try to get something done this weekend, but it's hard with my current schedule. Summer classes are a lot faster and require a lot more attention.

Edit: I did need a little push though; I completed the monster spawn group definition just now. All that's left is testing the monster entity class / spawn packet and populating the group. Then, after I've added monsters to the maps and the screen system checks the pool for monsters in the player's screen, the player should start seeing monsters.
Eh, looks like you're pretty busy these days, take your time after all, keeping us updated with your news makes it easier to wait.

Best of luck, you're almost there. I'm really looking forward for this server.
07/03/2013 08:50 LordGragen.#340
btw i this is a bit off topic but i like to ask,

i know running a server is not going to be your full time job but after you finish with your university or idk college, what are you planing to do?

join WOW team or google? Feel Free to not answer if its private.
07/03/2013 16:12 Spirited#341
Quote:
Originally Posted by LordGragen. View Post
btw i this is a bit off topic but i like to ask,

i know running a server is not going to be your full time job but after you finish with your university or idk college, what are you planing to do?

join WOW team or google? Feel Free to not answer if its private.
You can't just say "Oh, I'm going to work for Google when I graduate", that's like a freshman in high school saying "Oh, I'm going to go to Yale after I graduate". Impossible to plan for. They're both extremely difficult to get into, and Blizzard is just as difficult. My plans don't go past this winter.
07/04/2013 18:57 Spirited#342
Hey everyone,

Here's the update that some of you were waiting on. So, I've been working on monster spawns. I first started by designing the system. I decided that the most efficient method for controlling monster populations would be to create a monster spawn class. In the class, it controls how many monsters are alive and how many monsters should be spawned to keep the area populated. This allows for better and more efficient control (rather than checking each monster for a spawner id and making decisions based on location). The map also has a monster pool for screen checking using parallel methods.

Implementing it was a long process (creating monster types and spawn database tables, loading those types, assigning types to a monster class, assigning spawn packets to monsters, assigning monsters to the population, etc. Here's a picture of the system working (ignore the guild on the character, that's just another test):

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More development is coming soon. I'll probably be creating more spawns to populate the maps first before doing anything with attacks, but we'll see where things go.

Cheers,
Spirited.
07/04/2013 20:19 LordGragen.#343
i am not a expert on this things yet but wont it put allot of pressure on the game if the class have to control every single monster or area of monster in the game? i know you know what you doing just wane know if it will or not.
07/04/2013 21:01 pro4never#344
Quote:
Originally Posted by LordGragen. View Post
i am not a expert on this things yet but wont it put allot of pressure on the game if the class have to control every single monster or area of monster in the game? i know you know what you doing just wane know if it will or not.
Not really.

He can partition or query those collections in any way he wants.

Basically each map has a collection of objects on it, he can then determine if that map needs to be operated on (players exist on it) as well as querying monsters that have enemies within their range which you can then process on.

He's not given us exact details on how he will be handling it but that's just one option that definitely works without putting too massive a strain on the server.
07/05/2013 07:45 Spirited#345
A monster instance is contained in memory, and the collections just point to it. Having two collections point to a monster isn't that much of a pressure on memory. It's beneficial the way I set it up because (as Chris stated) I can query monsters in different, more efficient ways. I also didn't want to put a timer on every monster for respawning. I figured since monsters in a population need to be monitored anyways, why not make actions on the spawner instead of each and every monster? It's things like that where a bit of extra work in design helps (not that it's much to design).