[Multiplayer ARPG] Yet Another Scripting Performance Update

May 19, 2017

Nothing new to post. Premature optimization is the bane of many programmers, and I happen to fall victim of it. I understand the circumstances though, so maybe it’s not too big of a problem and perhaps even beneficial. If my game isn’t running smooth with thousands of monsters chasing hundreds of players around, I’m not […]

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[Multiplayer ARPG] Scripting Performance

May 12, 2017

I’m uptight when it comes to performance. This week I spent some time profiling both NLua and MoonSharp to determine which would be best for Project Peril. NLua is what I initially had implemented, but it turns out MoonSharp is slightly faster for my case. MoonSharp also offers cool features for sandboxing scripts so modders […]

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[Multiplayer ARPG] Abilities & Work

May 6, 2017

I spent the first couple of days this week working on a system for handling abilities. The ability tree may be much like Diablo 2 where each ability requires not only a minimum level, but the abilities leading up to it must also be unlocked. Each time a hero levels an ability point will be […]

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Monster AI

[Multiplayer ARPG] Changing zones and monsters and artificial intelligence

April 27, 2017

I was finally able to get back to work on Project Peril.  I started working on loading & unloading of zones so players can transition between areas quickly (by waypoints perhaps), and I implemented the Poisson Disc algorithm into the navigation system to generate spawn points for monsters. I then created monsters and their artificial […]

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More Work

April 23, 2017

I haven’t found much free time to work on Project Peril since the last blog post.  I’m keeping it simple and polishing up some of my code today, I might be able to work on something with substance but there most likely wont be anything new or interesting to post for another week or two.

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Work

April 14, 2017

Earlier in the week I expanded on and improved the content creation tools, apart from that I wasn’t able to implement or enhance any other features due to work.  I’m hoping next week I can begin developing some new gameplay or server stuff and have some interesting things to post, but it’s possible that I’ll […]

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[Multiplayer ARPG] Developer Tools

April 8, 2017

It’s important for content creators to have access to tools that make it easy to implement new stuff, be it models, textures, quests, levels, or anything really. This week I began work on creating these tools and putting all together into one interface. The design might still be ugly, but it’s all programmer art until […]

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UI QoL

[Multiplayer ARPG] User Interface QoL and Debugging

March 31, 2017

This week I implemented QoL features to the user interface so players can slam hotkeys and smoothly navigate around the UI. Some UI panels might take priority over others and display in front, some might block input in certain ways as to not interrupt the purpose of the UI. Pressing escape will consecutively close out […]

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[Multiplayer ARPG] Rare Item Generation

March 26, 2017

Lately I’ve been working on inventory and equipment systems, with those in a usable state I was able to begin the creation of items and implementing affixes so they affect the hero when equipped.  As with any great ARPG (my favorites are Path of Exile and Diablo 2), affixes are rolled randomly allowing for thousands […]

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