Category Archives: Game Development

Enemy Spawning – Continued

Got enemy spawning working pretty good now. So when you go on a mission the server creates a dynamic room and randomly generates what map layout you want and which monsters should spawn. It then creates room variables to store all this data on the server.Once a person connects to the mission room, if they are the party leader, it checks if the monsters are in the level or not. If not, then it makes them locally and places them at the corresponding spawn points. If they are not the leader, it makes the monsters but it sets their location based off the room variables. Since the party leader is the one who dictates the enemy logic, we don't need to receive updates about the enemies since the leader is the one who is controlling...

Planning out enemy spawning

Still working on enemy spawning. It's coming along good. It MAY be too early to state this (and I might regret it later), but things are looking REALLY promising with the system that I have in my brain. I've figured out how to store data for the monsters, as well as door locked / unlocked states, items collected states, basically anything that needs to happen in a mission and how to propagate that data to everyone who is playing the mission.Getting really close to having monsters in the game now. It MAY go a LOT smoother than what I had anticipated. Granted there has been a lot of thinking going on up until now about how to implement this.The only question remaining is how well the system performs. Like, if there is a noticeable...

Finishing up Party Leader

Think I have the party leader system setup pretty good now. The game will display text in the upper right corner of the screen when you are on a mission and say who the current party leader is. If a user leaves the mission or gets disconnected, then the server will randomly pick a new user to be party leader.
Got stuck trying to implement it when the user gets disconnected, because under the hood the two events are very different. Turns out the SmartFox peeps 'forgot' to put one very important command into their documentation so it took hours to figure out. It's all good now though....

Attack System – Bug Squashing

Fixed a bug with the Tornado Attack 1 move, (the one where you dash forward) before when you joined a room and if you didn't press the movement keys and attacked, the speed was about half as much as it should have been. Now it evaluates the speed correctly and dashes forward at the same speed no matter what you are doing.
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Party Leader!

Implementing "Party Leader" for the missions. Party leader will be the one who initially creates a mission, and they have leader rights for the mission, like kicking people out and whatnot. Also they will be able to switch Party Leader title to whoever they choose. They will also be the ones responsible for controlling the monster AI, and the person that other people send attack updates to.So I have it now where upon mission creation, person who creates the mission is the party leader. If the party leader leaves the mission, then it will randomly pick a new person to be the party leader. I'm going to mock up an interface so the party leader can pick someone else to be the leader, and then I think that system will be good to go. We...