Post by kalbaern on Dec 12, 2008 12:52:17 GMT -5
All creatures and NPCs used here will be custom made for the following reasons.
1) Modified and/or custom AIs. Most intelligent creatures (orcs, goblins, frostgiants, etc...) will be scripted to recieve weapons and/or armor when they actually spawn in. I the case of a CR1 goblin ..... most folk make multiple copies of the same creature and give one set swords another bows, etc... This eats up pallette space if you want alot of diversity in your spawns. I've gone and made additions to the default "OnSpawn" scripts for most that will randomly hand out and equip weapons. This further eliminates PCs from knowing exactly what the encounter will entail each time. You could spawn goblins with handheld weapons that charge ..... archers or slingers that pepper you from afar ..... or a mixture most often of both.
2) Corpses. I personally prefer the "corpses" over the old style loot bags when you kill something. All creatures will leave a lootable corpse on death. If the corpse has no loot, it will despawn after ten seconds. If it has loot, the ten second timer fires once it's looted. We are using a simple and robust area cleaning system that should handle any trash left behind to keep lag down.
3) Factions. We have lots of factions. The instances where a default faction will be used is very, very rare, if even possible the way we're setting things up. Using factions correctly we can breath even more life into the game. Goblins and orcs will hate each other. So if we have an area where the two over lap ... a PC fleeing orcs and running into the path of goblins might just find some unexpected help. *coughs* Might .... as the goblins will attack whichever is the best target.
4) Miscellaneous AI behaviours. You'll notice some unique behaiours especially with wild animals now. Rangers and druids should be able to all but hand feed creatures regardless of whether they are "red". Even if a wild animal attacks a non druid/ranger, you can like run away and they'll calm down letting you escape 9 times out of 10 at least.
1) Modified and/or custom AIs. Most intelligent creatures (orcs, goblins, frostgiants, etc...) will be scripted to recieve weapons and/or armor when they actually spawn in. I the case of a CR1 goblin ..... most folk make multiple copies of the same creature and give one set swords another bows, etc... This eats up pallette space if you want alot of diversity in your spawns. I've gone and made additions to the default "OnSpawn" scripts for most that will randomly hand out and equip weapons. This further eliminates PCs from knowing exactly what the encounter will entail each time. You could spawn goblins with handheld weapons that charge ..... archers or slingers that pepper you from afar ..... or a mixture most often of both.
2) Corpses. I personally prefer the "corpses" over the old style loot bags when you kill something. All creatures will leave a lootable corpse on death. If the corpse has no loot, it will despawn after ten seconds. If it has loot, the ten second timer fires once it's looted. We are using a simple and robust area cleaning system that should handle any trash left behind to keep lag down.
3) Factions. We have lots of factions. The instances where a default faction will be used is very, very rare, if even possible the way we're setting things up. Using factions correctly we can breath even more life into the game. Goblins and orcs will hate each other. So if we have an area where the two over lap ... a PC fleeing orcs and running into the path of goblins might just find some unexpected help. *coughs* Might .... as the goblins will attack whichever is the best target.
4) Miscellaneous AI behaviours. You'll notice some unique behaiours especially with wild animals now. Rangers and druids should be able to all but hand feed creatures regardless of whether they are "red". Even if a wild animal attacks a non druid/ranger, you can like run away and they'll calm down letting you escape 9 times out of 10 at least.