AI improvements

I took a break from development yesterday, but I’m back to it today. New today: PCs now can see QuestGivers from only 40 meters away (TODO:  consider reducing to closer to 20 meters).  If a PC moves within that distance from a QuestGiver that he doesn’t already know about, he’ll stop whatever he’s doing and…

Updates today

So today I worked on the “getting jumped on by too many monsters” problem that I mentioned yesterday. First thing I did was to adjust the block used to represent PCs and monsters.  Those blocks were a really weird size;  I’ve fixed them to be approximately the dimensions of a standing human, so it’s easier…

The Ballad of Kerry Fox

This is the story of Kerry Fox, the single player who I’m letting run around in my MMORPG Tycoon game right now, to make AI debugging simpler. Things I’ve been doing and noticing: In v1.1, the “Grind out a level” AI state just made someone wander around the region at random.  That worked, because in…

AI Testing

One of the things I learned while developing MMORPG Tycoon is how important it is to have a repeatable test case, when you’re developing complicated AI behaviour.  A way to run the same situation several times, to help debug why a misbehaving character is doing what he’s doing. In most games, this isn’t a big…

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…