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Korax RPG: The New Beginning

Tue, 28 Aug 2007 17:22:44

Korax News

August 14 2007 was an historical day for Korax Heritage project. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Latest Vavoom progs were uploaded to our SVN repository on sourceforge.net, thus updating the age-old KoraxRPG project. From now on KoraxRPG (Vavoom powered) will be coded and designed until final 1.0 release, and, hopefully, futher. Primary task stated for coders is copying RPG system, featured in last KMod3 version, to Vavoom platform, alterating and enhancing if needed; plus all the extra stuff like damage skins. Afterwards, as planned, a lot of new ideas and concepts should be implemented. High on the list stands creature AI. Basically, it should be divided into 3 “levels”; first “level” is pathfinding. Crimson Wizard has already created an experimental algorythm which made monsters use node graph (built with common mapspot objects placed on map) to determine most effective way of moving to player. Compared to original Doom engine “pathfinding”, results were fantastic! However, whole thing worked very slow and caused game to freeze periodically. He had a guess then, that the main reason is general slowness of Vavoom progs execution; now, when Vavoom seem do it faster he may try this again; and still there’s last option – to put pathfinding procedures into engine itself. Last variant will make it much faster, however there will be an obvious disadvantage: if Janis Legzdinsh won’t allow to put such a thing into main Vavoom engine, we’ll have to create separate executable for KoraxRPG. Second AI “level” should allow to give tasks to creatures using map scripts (ACS); this should include all the possible basic orders like “wander around” “defend the area”, “goto”, “attack creature/player” etc. Finally, third “level” is personal Behavior. Primarily configured in code and customizable by map script this should make creatures and NPCs more alive. It will be more complicated, but we may be able do give them have scheduled tasks and predefined reactions on game events. After all, I am expecting creation of a good amount of new monsters, weapons and spells. As for extra stuff, Crimson Wizard, personally, would like to have some fun and implement new theatrical effects like player view shaking and swaying when player is wounded, toxication simulation and so on. PS: I keep referring to CW because he originally wrote this, which I proofread so he is credited for his own views. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->

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