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How to handle monster respawn in a RPG


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#1 warnexus   Prime Members   -  Reputation: 1437

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Posted 16 January 2014 - 06:53 PM

Details:
 
Code is in Java. My code only triggers when the main character has killed all the monsters in the map he is in and has exited the current map to go to a different map.
The code below is written in Screen1 class which is the second map in the game because I am counting from zero. So Screen0 class will be the first map in the game.
 
if(numOfMonsters == 0 && link.getRectangle().intersects(rectangle))
{
           numOfMonsters = 9;
           for(int i = 0; i < numOfMonsters;i++)
           {
 
           Pig pig = new Pig(getWidth() - (getWidth() * widthData[i]),getHeight() - (getHeight() * heightData[i]));
           pig.setBehaviorCounter(behaviorData[i]);
           monsterList.add(pig);
 
           }
}
Problem:
 
For some reason, there is a delay that slows the game down for one whole second when I create the monsters back at the moment the character has exited the screen. The way I handle the main character exiting the screen is when he has collided with the rectangle in the map.
 
Reason:
 
The reason I wrote the monster creation code this way is because for every monster that dies by the main character, that monster gets removed from the monsterList so I need to re-add them back when the main character has killed all the monster on the current map.
 
More information:
This monster creation code is exactly the same as the one I wrote in the Screen1 class constructor when the main character loads the map for the first time.

Edited by warnexus, 16 January 2014 - 06:59 PM.


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#2 richardurich   Members   -  Reputation: 1187

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Posted 16 January 2014 - 10:18 PM

I'd just generate the monsters ahead of time. You could do it on entry to the previous room by just making a separate thread to create them. You can also use any other method, but I'm guessing that one has the least impact on your code. This is how to hide 1 second of code, and it's the only advice I can give since I do not know if 1 second of computation is reasonable for your monster generation or not.

 

If you're sure your monster generation code is simple enough it shouldn't take that long and you're wanting someone to point out where it's getting stuck, you should provide complete code illustrating the problem.



#3 Strewya   Members   -  Reputation: 1435

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Posted 17 January 2014 - 02:48 AM

Why not have a boolean in your monsters telling you if it's dead, and draw/update them only if they're not?

When your hero returns into the room, just iterate the monsters in that room/scene and set the flag to true, and modify their positions if appropriate.

That way you avoid the creation of the monsters if the room always contains the same kind and number of monsters.


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#4 warnexus   Prime Members   -  Reputation: 1437

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Posted 18 January 2014 - 06:38 PM

Why not have a boolean in your monsters telling you if it's dead, and draw/update them only if they're not?

When your hero returns into the room, just iterate the monsters in that room/scene and set the flag to true, and modify their positions if appropriate.

That way you avoid the creation of the monsters if the room always contains the same kind and number of monsters.

Great tip! Works like a wonder!



#5 wodinoneeye   Members   -  Reputation: 820

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Posted 20 January 2014 - 09:57 PM

Definitely have a test to make sure the spawn doesnt happen right ontop of the player (second would be within sight of the player) - its one of the 'STUPID'™ things Ive seen in 'big time' MMORPGs which they should know better than to continue doing (seriously its NOT Rocket Science, but to THEM who knows???)

 

Delay it (same proximity code used to send the NPC charging at the player...), have a range of incoming positions (enuf to have some out of sight) .


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#6 warnexus   Prime Members   -  Reputation: 1437

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Posted 20 January 2014 - 10:07 PM

Definitely have a test to make sure the spawn doesnt happen right ontop of the player (second would be within sight of the player) - its one of the 'STUPID'™ things Ive seen in 'big time' MMORPGs which they should know better than to continue doing (seriously its NOT Rocket Science, but to THEM who knows???)

 

Delay it (same proximity code used to send the NPC charging at the player...), have a range of incoming positions (enuf to have some out of sight) .

I will bear in mind about that if I ever work on an MMO. I never seen a spawn on top of a player before. Haha.



#7 crancran   Members   -  Reputation: 412

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Posted 20 January 2014 - 10:24 PM

Definitely have a test to make sure the spawn doesnt happen right ontop of the player (second would be within sight of the player) - its one of the 'STUPID'™ things Ive seen in 'big time' MMORPGs which they should know better than to continue doing (seriously its NOT Rocket Science, but to THEM who knows???)

 

This seems quite subjective and ultimately depends.  In some situations, players far exceed the content's difficulty and in many MMOs, there are usually designated places in varying zones where mobs respawn close together and in quick succession to aid farmers in collecting whatever materials they're after.  There is nothing inheritently wrong with this philosophy other than for some, it goes against perhaps emersion into the RPG.  But if you're farming, I highly doubt emersion is at the top of your list :P.






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