Quest Follower AI

So for the first time today, I’ve gotten the PCs to actually be able to cope with multiple quest givers and multiple quests active at once. Right now, the PCs travel around to quest givers, picking up as many quests as they can, and then start performing the quests.  When selecting quest givers to visit…

Quest Logs

So I’ve started working on the player AI revisions. Quests and QuestGivers were new in v1.1;  they were entirely abstracted away in the v1.0 series.  But even in v1.1, they were extremely limited;  each PC could only have one active quest at a time, and would only work on quests from one quest giver until…

Levels

In today’s screenshot, you can see a small swarm of AI developers zipping around adjusting the levels of a group of monsters.  Today I’ve implemented the version of level-setting that I’ll be using for the M1 build (and possibly beyond that!)  Here’s how it works: “Grinding Zones” have a ‘level’.  You can adjust that level…

Another day with no screenshot

Sorry, guys.  It’s been a boring couple of days where I’ve been working behind the scenes, fixing things that appeared to be working in the previous screenshots, but actually weren’t, quite.  Here’s a rough list: UI Button mouseover/dragover now works properly if the cursor moves between 2D and 3D parts of the screen.  (2D UI…

Material cache bug

In the last post, I mentioned a bug in VectorStorm’s new material cache.  Found the bug today.  It was kind of nasty;  compiled OpenGL display lists could change the drawing state without VectorStorm’s knowledge.  Means I need to flush VectorStorm’s material cache every time we run a compiled OpenGL display list, since that compiled display…