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ricvalerio

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About ricvalerio

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    Programmer
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  1. ricvalerio

    Online RPG

    Follow me on the journey of creating an MMORPG. Along the way, I will share my experiences, implementation choices, techniques, decisions, tips and tricks, until the release.
  2. ricvalerio

    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.
  3. ricvalerio

    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?
  4. ricvalerio

    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!
  5. ricvalerio

    NPC & Character customisation updates

    Yes, I am using a headless Unity instance. For networking I use LiteNetLib, and works pretty well. Let me know if you have any questions after you see the videos. I don't go so deep technically, I go just enough to shed some light on what I do, so if you have any questions do let me know. Cheers!
  6. ricvalerio

    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.
  7. ricvalerio

    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
  8. ricvalerio

    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!
  9. ricvalerio

    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!
  10. ricvalerio

    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.
  11. ricvalerio

    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!
  12. ricvalerio

    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:
  13. ricvalerio

    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
  14. ricvalerio

    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!
  15. ricvalerio

    MMORPG devlog - AddOns part 2

    Yesterday I published the second part of the AddOn integration with Lua scripting. Let me know if you have any questions or feedback.
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