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 […]

read more →



[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 […]

read more →

[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 […]

read more →