Klorocorum experiments 1
Kloro Corum
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Klorocorum experiments 1
40 просмотров · 2 недели назад
Kloro Corum
1 подписчик
40 просмотров · 2 недели назад
Experiments:
{ oh by the way the game renders at 60fps, something neither of the official or private servers have been able to do ;)
}
1) using a radius-based monster culling strategy instead of the built-in `section-based` culling.
Section-based culling basically divides the layer into rectangular areas called "sections", the player and monsters are "aware" and "see" monsters and players
only within their current section. But it's prone to bugs especially if the character moves very fast between sections. If you remember playing the old games
sometimes your guardian and elementals would suddenly "disappear" from your screen and you had to go back to "retrieve" them.
Also if a monster or i.e. a boss would chase you, if you moved quickly out of the current section the monster would "forget" about you.
2) attack animation matching the appropriate duration for character attack speed
in the old games all melee attack animations run with the same speed. So if your character had low attack speed once it finished a melee attack on a monster or other player you would see it "doing nothing" for a second or two until the next melee attack. Converseley if the character had very high attack speed it would not get to finish fully any attack animation.
3) trying something similar also for the speed of the walking animation, not there yet
4) showing off the "waypoints" i.e. the points on the map where the character must make an angular turn during their path-finding.
i think it looks cool
5) indicator on the current focused target
much better UX IMO
6) much better path-finding strategies;
if you remember in the old games if you positioned diagonally to a monster sometimes, you could attack the monster without it being able to attack you. This is because of some short-comings in how they implemented the pathfinder, basically in that moment the monster would be in an "infinite" loop trying to find a path to its neighbouring map tile on which the player would sit; Fixed;
FYI::
this is not an online server, this is something local that I am modding and playing with;
I'll share the compiled executables so you can play locally but not the source(s);
Join my discord for more info::
https://discord.gg/XSqwVEzrqw
#oldMMO #mmorpg #gpotato #corum#online