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About this blog

The devlog of my online RPG, of which I am making videos showing the progress and features of the game.

Entries in this blog

 

NPC Scripting in my MMORPG

Here's a short clip showing the NPC scripting. This is in reality an older video, and since then it improved with more features.    

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Multiserver realms

MultipleServerRegions.mp4 Last teleport / portal entry was a step in the direction of having a bigger world. Now the user has the tool to travel faster across a big landscape and across continents. But to support a big landscape, with a lot of NPCs, objects, events, and so on, I decide it was time to work on having multi-server realms. So now, I have two regions, each one being loaded in a separate server, and when I teleport to another region I connect to the respective server. This is great, because now I am also closer to supporting dungeon instances and other instanced events, like battlegrounds, thematic instances, and so on.
Next up will in fact be a prototype dungeon, which will also feature a scripted boss fight, which will use previously added NPC scripting feature.
Let me know if you have any questions.
Cheers and have a nice weekend!
My devlog channel: https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg    

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Portals and new area - MMORPG devlog

Haven't had so much time to make videos lately for my channel (https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg), so here's a quick update if you have been following the progress. I added portals, which allows me to quickly travel through the maps. For this I used the spell system, and created teleport spells that I can then attach to the portals, allowing players to use that spell. This means I can also have these same spells as skills, without extra effort. 😉 I also started working on a small quest area, that has a story behind it, which the players will uncover by going through the quest objectives. In the screenshot you can see a little bit of it, and already with some hints. A little step in the direction of building up the story into the game, and this will also be part of the testing phase when the game is available for testing. Have a nice weekend!

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AOE Spells

While the spell system has been in the game for a long time, it has been mostly in a very primitive form. The introduction of factions allowed me to clearly define who is a friend and who is a foe. That had an immediate impact in the spells, because now I can make rules of who can be the target of the spells, so I can now declare that it can affect "allies", "enemies", or both. From here, I continued with the momentum of working on the spells, and added spells wit an area of effect. To do that, I had to split the task into a few different subtasks, and the most interesting part was in fact making the system that applies the effect on the targets that step into the area of effect. It turned out to be quite simple, but nevertheless a very effective way to create an area of effect. As for the clients, they only receive enough information to show a visual representation. Now I want to add more effect types, like for example slowing, freezing, disorienting, stun, etc. As usual, I will be doing a video on this development and post it on my devlog on YouTube, at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg    

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Factions added

Finally added the concept of "faction". New video will come out on this and the impact on the game, at my channel, which you should follow and share if you like it's content! *wink wink* 🙂 https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg Factions, as they are implemented, are very flexible, and indeed can be used for more than the typical 2 sided factions, or reputations. I could create a faction for a wolf and make it ally to the Thugs and hate players. Or I could temporarily make an enemy player neutral, or ally, for the purpose of a quest. I am quite satisfied on how it turned out, and this has a huge implication on the game, including spells, combat, instances and quests. The first immediate impact was that now there was indeed friend or foe, whereas before everyone was friendly and everyone could be attacked. After that, I updated the spell system and editor to support targeting allies or enemies, and other targeting capabilities. As a result, I can now limit Fireballs to only be used against enemies, and Heal only allies. Since I had to update the spell system, I am now also working on adding location targeted spells, like as blizzard, meteor shower and so on, that can hit only enemies, or allies if it's a benefitial spell. Let me know your thoughts.

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NPC scripting - Example with quest

npc scripting 2.mp4 Here's a short clip of my WIP on the NPC scripting department. You can see devlog videos at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg. On this NPC's script, highlighted bold the events and actions showcased. upon accepting quest, send chat+clip to player "Fight me!" on combat, send chat+clip "For Honor" at 35%, cast self heal and "How bold of you" at 1%, stop the fight, reset, and grant quest completion This quest is actually a SLAY kind of quest, and what I did was at 1% (because the NPC can't die in this specific scenario, it's effectively set as immortal), he just resets, and grants the death to the quest system. A bit hacky, and I might need to rethink this later on, to maybe be a specific quest objective type by itself, or some other mechanism that prevents that specific player from being able to kill the NPC, while allowing other factions to do so. There are bugs as well, like the resetting itself, the rotation does not reset properly, but that will be quick to fix tomorrow. 🙂 What are your thoughts?  

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Unity MMORPG devlog #6

Yesterday I published one more devlog entry of my project. On this video I talk about character customisation and animations. There is a lot of room for improvements, especially the animations department, but it's OK for now and I will move forward to NPC scripting, and polish the animations later down the road. Let me know your thoughts and questions. Cheers!  

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NPC & Character customisation updates

As usual, my video devlog: https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg The system supports loading of the human male models with different features and armor. Previously, the NPC were all loaded with the same hardcoded item set. Now I can define how each NPC looks like in the NPC configuration and then load it accordingly in the game. In this picture, you can see different NPCs with differnt armor set, and also the Thugs are loaded with different configuration. Soon character creation and customisation will also be worked on, and that will benifit from what has been done in this direction, regarding the loading of characters with different features and armors.      

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Lightning quick update

Quick update on the lightning. The initial login scren was quite a roughly slapped prototype, so I just gave it a little touch and also changed the camera to perspective. Just a quick touch and it looks better. It does still need a lot of work, but since I am not sure yet of the direction of what I want to present in the login, besides what I do want players to feel, I am not going to dedicate so much time on it, not yet. The other lighting adjustment I did was while playing. I set it to be brighter and it is better to go around and experience the game, and also better to show. As usual, you can see videos of my project at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg  

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My MMORPG gameplay video

Hi! Today I would like to share a gameplay video of my project. There are a lot of rough edges here, but polish will come more later on. Some of the features showcased here: Login Movement / Abilities use Questing, with collect, slay and quests becoming available at certain levels (level 2 in this case) Basic combat, with melee abilities NPC with chase Animation sync, mixing and transition There are more not shown here, such as the addon system and buffs, to name a couple, and that will be shown in another gameplay video. Let me know your thoughts. Thanks!

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Login screen

The login screen hasn't really seen any change since the start. Because I want soon to do some tests with volunteers, I thought it was a good time to get a basic login screen background going. Let me know your thoughts on the comments below. My video devlog: https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg Cheers!

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Human Male loading with armor

On the previous post, I showed a screenshot of the human male model in the game, but without armor. But before diving into the update, you can also check my video devlog at: https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg Lately I have been working on loading them with armor. Whenever a player logs in nearby, or comes within range, or even getting close to an NPC, we need to generate the appropriate model. This means getting the right meshes in place, along with textures for the body and those armor pieces. For this, there are two passes. One pass for the body and one pass for the armor. While on the human model asset I got had some code to combine armor and textures and generate prefabs, it had no logic to generate models based on a specific configuration, that is, if I give a set of ids for the armor to create a model accordingly. So I created a generator for it, and so far it's looking OK. I am not yet satisfied, since it is creating them one by one and there is no cache, or pregenerated textures. On my next iteration on this, first thing I want to do is to have the possibility to have textures pre-generated on the standalone clients, so when we get close to an NPC it loads very fast and puts minimal weight on the client. Next is creating cache for players' textures too, and finally improve the generation speed. They wont necessarily be done one after the one, due to priorities. Up next, most likely I will make a script for a boss, to expand the engine capabilities and add do some early testing of more complex fights. This will also serve as a demo for the gameplay trailer, that I want to do soon. Enjoy and let me know your thoughts.

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Human male model in the game

Here's a very short update. The human models are in the game. Here is the male model, with no gear on and all the same predefined features, like skin color, face and hair. The server is sending the same definitions for every model as it is, and the next step is to allow to change these values in the NPC definition editor and eventually a character creation screen. On the next update I will show the female model in the game too. You can also follow the video devlog at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg See you next time!

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Animations and equipment

It's been some time since the last update, and there are great news. For new people, this refers to devlog of my MMORPG, which you can see here https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg I have been working on adding human male and female models, along with animations and equipping items. After I got the human models, I had to setup animations. An important aspect of animating the characters is blending different animations together. For example, attack with a sword while running, or casting a spell while jumping. So I implemented a way to seamlessly transition the animations, so if I am attacking and I start running, or stop running, it will respectively start the running animation on the legs, or return the full attack animation to the full body. It does has it's drawbacks, but it looks a bit better than the other options I explored. Then another major milestone that I have been moving towards is equipment. There are a few challenges to solve with equipment. To start, I need to be able to tell what a character looks like and what is it wearing when it loads on a client, so the client can reproduce it. Recreating a character requires to merge different textures and attach different meshes to character, so it's not a very lightweight event. Because of that, I am having NPCs textures "baked" for the clients, so in runtime it is cheaper to load a given NPCs texture and armor. For the players I can keep a cache perhaps, and that might help to reduce the amount of processing required to recreate a character, but I have yet to implement this. A few screenshots of the latest work:

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Capture the Flag tests

Here's the CTF mechanic in the works. The logic behind will be redone, because I want to reuse what already exists and leverage other mechanisms in the engine. I will be talking about this in a video devlog, to explain how it will work, and show the final implementation. Let me know your thoughts. Youtube channel: https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg Capturing_the_flag.mp4

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WIP on human characters

Hi everyone!   Here is a work in progress in loading human characters on the fly with the different armor sets and weapons.   If you have not been following my devlog, here it is:   https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg   What you see in the screenshots is the engine generating random human characters with different armor sets on the fly. This is important, as opposed to prefabs, because each player can have it's own customised and equipped character, so it needs to have a mechanism to load these characters as they appear.     The human will be available soon, and it will come rich with armor, which the premade Dwarf just does not have. The human will be the first model to be functional (that is, equipping gear, character creation and customisation, etc).   Enjoy and let me know your thoughts. Cheers and have a nice weekend!

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Buffs + AOE spells preview - MMORPG devlog

The next video of the devlog is taking some time to come out, so here's a preview of what I have been working on. On this video, you can see the buffs addon working, and on the second half there is a bit of a preview of AOE spells, with I have been working on. You can see the video below, and if you want to see more, check out my youtube channel. https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg Preview Buffs + AOE.mp4

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How I am making an MMORPG

Hi fellow devs. I am doing a video devlog of my journey doing an MMORPG, and along the way, I am sharing my progress, tips, tricks and techniques. I will also be posting tutorials on some aspects of the development, like from example client-server networking, leveraging scripting, creating tools, and a lot more. If you like these topics, make sure to take a look at my channel and subscribe, and I will see you in the next video. https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg

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Buffs now displayed

Just a short update before I publish the video on AddOns, part 2. While the client and server were aware of buffs and debuffs, there was no visual representation of them, and so, it was not possible to see what buffs and debuffs the player character had. But by exposing only a few functions to the Lua scripts, in fact only one to get the buffs while others are for UI, it was possible to very quickly create UI elements to display buffs. It's already a win from having added AddOns support. Most likely some of these internal AddOns will be open source, to both be updated by the community and also to serve as example for AddOn creators or anyone wanting to have a go at creating an AddOn. Make sure to subscribe my channel if you want to follow the updates, where I share the journey of developing my MMORPG, along with tips, tricks and tutorials. https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg  

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Addon support + video devlog

One more video published, this one on adding support for AddOns. I also demonstrate by creating two simple AddOns. While these are very simple, and the support is a bare bones one, it serves as a starting point for supporting complex AddOns. Take a look at the video, and let me know your comments and questions.  

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Still working on addon support

I am still working on addon support, by adding more UI elements and event registration. You can take a look at the screenshot below to see how an addon could now replace the default UI. Moving forward, the default interface might also be converted into an addon. The great part is that part of this effort is common to the NPC scripting, which will come after the addons video. You can subscribe to the devlog channel at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg   Let me know if you have any questions or comments. Cheers!
 

Supporting Addons + video soon

I have been working on supporting addons in the game. By allowing players to create addons, it opens up a lot of possibilities and can in fact improve the game experience. Because players might enjoy the information laid out differently, like a minimalist UI, or a more complex one, it is important to give them the space to change the interface. The devlog video on this topic will be published soon at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg so stay tuned and hit subscribe + bell icon if you want to follow the devlog. Lua was a natural choice, because it's a very popular scripting language for this purpose, it has a big community around it, and therefore it is easier to get help. It also makes it easier for existing addon creators to contribute in a familiar, established ground. So I set forth, and added support for basic addons, and currently this is what is supported: get player status (id, name, hp, max hp, energy, max energy) get target status register for experience gain event register for player status update register for target status update (including changing and clearing target) create basic UI elements, like containers, rectangle and labels Now obviously, this does not allow for spectacular addons, so things for the near future: register for chat message events register for combat activity events register for quest activity events (accept, cancel, collect X, etc) allow use of textures in the UI elements clickable UI elements draggable UI elements drag spells into UI elements (for example, I want to revamp the action bars) And there is a lot more to it. Here is a short piece of code for an example addon that will appear in the video: And the resulting addon in the game: Looking forward to have the support for addons more complete and see what comes out from addon creators.  

Networking part 1

Hi everyone! I published another devlog video, and this one goes through a few of the networking implementations I did for skills like a fireball, charge, and also NPC patrolling. It dramatically reduces the bandwidth needed by changing a bit how things work. I hope you enjoy it, and if you want to follow, hit subscribe and the bell icon. Let me know if you have any questions or feedback.      
 

Arriving at the lake

A video recorded for the start of the networking video. As usual, you can follow the video devlog on Youtube at https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg    

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