CoquiGames
(CoquiGames)
September 17, 2019, 3:06pm
1
Hi everyone,
After the recent release of Classic World of Warcraft I started playing around with the idea of creating a classic RPG NPC AI to see how far I could take it. I’d like to share my progress here.
Suggestions and comments very welcome
Introduction
https://www.youtube.com/watch?v=soavrE-hxpQ
New Weapon System!
https://www.youtube.com/watch?v=0m5FvZ-eTM4
New Magic Spell System!
https://youtube.com/watch?v=WScUHpp7mMc
Spell Showcase
https://youtube.com/watch?v=0vnsdChjfvQ
New Spells Added - Blind and Ethereal Form!
https://youtube.com/watch?v=hoz9EUSaUzM
**Custom Combat Logic **
https://youtube.com/watch?v=5CL_AyUY6VQ
New Threat System
https://youtube.com/watch?v=sW_hGfe64s8
What I have so far:
Melee AI that can detect any enemy via tags
AI will chase and attack the Player with a variety of attacks
Disengage mechanic to prevent “infinite” kiting of mobs
Basic leveling system that scales HP, MP, and damage by level!
Each melee attack has its own base damage, as well as any number of sound cues that can play
Weapon system that gives each weapon base damage and other properties like equip slot
Total damage is then calculated by looking at the attack’s base damage + weapon damage * level multiplier
AI and player can apply a variety of effects per attack - Knockback, Stun, Snare, Root, Pacify, Fear, Slow, Interrupt, Disarm
If NPC is disarmed the attacks will do less damage (no weapon!) and the AI can find and grab a weapon from the floor!
Planned features:
Deep magic spell system - ability to create your own spells!
Adding ranged attacks
Support for hybrid NPCs - Melee / Magic, Melee, Ranged
CoquiGames
(CoquiGames)
September 23, 2019, 3:41pm
2
New Magic Spell System added!
Added:
Flexible Spell System created where you can create custom spells in minutes with a wide variety of effects!
Spells can be Direct Damage, AoE, Buffs, Debuffs, or Summon Spells
Spells can apply status effects like Stun, Fear, Root, Snare, Knockbacks
Spells have different categories to allow for custom logic for the AI (Cast Spell X if HP > 50%, else Cast Spell Y)
Interface highly inspired by Skyrim’s Creation Kit tool.
Here is a quick showcase video going over all the spells I have created to test the Magic System:
Spells in the video:
Blizzard - Area that applies a snare and initial damage
Curse of Shadow - Damage Over Time spell. Has a chance to snare on each tick
Dispel Magic - removes an attached spell, such as Curse of Shadows
Fireball - simple projectile
Firenova - Area that applies fire damage every 2 seconds to anyone inside
Haste - Doubles the reaction time of target
Heal - simple one-time heal
Rejuvenation - Heal Over Time. Restores HP over X seconds
Restore Mana - Restores X amount of mana
Restore Movement - removes any snare or root from target
Searing Pain - fire-based Damage Over Time spell
Shadowbolt - Shadow-based projectile
Shield - Applies an HP shield to target. Shield can absorb any amount of damage desired. Until shield is broken, target’s HP will not be affected
Spirit of the Wild - Increases movement speed by 2x permanently (or until dispelled)
Pull Target - A more advanced spell - it pulls the target towards caster
Summon Boulders - spawns several boulders above target
Summon Light Sphere - spawns a light sphere that is attached to the target and provides illumination
Summon Trolls - summons X trolls around target
Teleport - Teleports self or target to a nearby teleport location
Transform - Doe - transforms target into a doe for X seconds. Target loses control until transformed back (polymorph)
New Spells added per request - Blind and Ethereal Form!
CoquiGames
(CoquiGames)
October 14, 2019, 2:16pm
5
New devlog - I go over the new Combat Profiles!
Combat Profiles allows you to add custom logic to your AI in a modular way to create customized encounters very easily.